Project Extermination: Operation GroundZeroes [Phase 2 – 2023-07-16] [MATEYDEV]
The year is ~2200. On a remote mining outpost, a mysterious parasite is causing a severe outbreak that is quickly turning into an humanitarian crisis. Reports of violence, madness and mutations have forced the local government to enact a total lockdown of the settlement.
A team of specialists has been dispatched to contain this threat, find out where this organism came from and hopefully reestablish order.
Thread Updated: 2023-07-19
Release Date: 2023-07-16
Censored: No
Version: Phase 2 – 2023-07-16
OS: Windows
Language: English
Other Games:
Genre:
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3D game, Female Protagonist, Sci-Fi, Monster, Combat, Platformer, Sandbox, Rape, Animated, Vaginal Sex, Oral Sex
Installation:
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1. Extract and run.
Changelog:
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Phase 2 – 2023-07-16
For AMD users who got an error during loading screen. Please try to disable RVT in the game setting before entering gamemode.
I added and updated quite a lot of stuff and I’m not sure if I’m forgetting something but here is the list of stuff I’ve added/updated:
-Procedural Adult scene Area
-Procedural Respawn Area
-Procedural Airdrop Area
-Dynamic World Event (Random missile drops for example)
-Abandoned Cargo loots
-Updated Cave system.
-Facility Area System.
-Crater System.
-Updated Airdrop System.
-Updated Time and Weather System.
-Weather vs Environment System (Raining increases level of swamp area for example)
-Updated Overall Optimization system.
Save/Load feature is still disabled for this build.
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Phase 1 Performance Test; This build is focused on exterior exploration and worldbuilding
…I’ll be honest, I’m sure to forget something, play the game and find out; there is NO NEW H-CONTENT, that’s for Phase 3.
SAVING IS DISABLED FOR ANY ITERATION OF THIS BUILD
- World changes (a lot has changed):
- added vegetation
- added caves
- added ground clutter
- added basic vehicle system (there is currently no way to repair or refuel)
- added dynamic weather
- added water
- added early pickups for scavenging
- Survival system
- added basic survival system (food and temperature)
- added animation that reflects player status (wounded, cold, etc.)
- added items to manage food and temperature
- added weather interaction to player temperature (temperature drops faster in rain, while traversing water, etc.)
- added portable light to explore dark places (placeholder model)
- Outfit changes
- changed the colors a bit (will be customizable in the future)
- redrawn animation for sprint and general movement
- added A LOT of animations for interaction with the environment
- added inverse kinematics for both player and enemies
- added physics to hair and some outfit elements (WIP)
- Performance changes
- performed general optimization
- added FSR 2.x
- added displacement shader to outfit elements
- added Runtime Virtual Texture (RVT) to manage elements such as grass
- reworked some LODs
CEPPoC build; This build is focused primarily on combat:
- Combat changes:
- new balance of damage and stamina, expecially stamina recovery;
- new animation animations for attack, both enemies and player;
- reworked dodge (inspired by Callisto Protocol for close range);
- first iteration of the official melee weapons (still has “bonk” sound);
- first iteration of “enemy indicator” / “compass” / “radar” (for now toggleable from options – gameplay options)
- added hit indicator (for now toggleable from options – gameplay options)
- new weapon durability system and items to recover it (inspired by MHW “sharpness”);
- New combat AI, monster are more aggressive an will try to surround you if given the chance
- Day/night will affect the monsters, the will have increase damage during the night and will spawn in greater numbers
- Players will gain 2x EXP during the night (leveling system is still a placeholder)
- New camera angle for testing and feedback purpose (a “zoom” function for the camera is in the works, for now it’s fixed, we apologize for the inconvenience)
- Supply lockers will reset with the store to give you basic supplies.
- Save System made it into the game, you can only save in a safezone (Not part of the free build)
- Outfit changes:
- Changed outfit from officer’s skirt to the a combat suit (other outfits will be available);
- added shader and displacement map (GPU heavy, can be disabled in options) to the new outfit;
- added dynamic outfit mods based on equipped weapon (only melee weapon for now);
PPoC build:
- 1 enemy type (4 H animations, randomly selected at capture moment)
- 2 weapons (melee and ranged)
- Dynamic time of day & weather
- Beta Inventory and menus
- Basic auto generated voices and dialogues
- “Seamless” room transitions
- Intractable environment props (at base) for testing
Developer Notes:
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General note: this projects aims to create a game first and foremost, adult and pornographic content is but an aspect of the world that is being created, not the only central theme.
This Phase 1 Performance Test Build is a step to understand how much performance room there is before adding high-poly buildings and stuff into the game, please, I would appreciate if you could report your performance experience, either good or bad
FAQs:
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- Outfit is clipping! – Outfit is final, parts of the model are placeholders.
- The female model is lacking details! – It’s a placeholder.
- English is broken! – It’s a placeholder.
- Save system? – only for full build.
- Custom keybindings? – not yet.
- There are a lot of placeholders! – it’s active development baby!
Known Bugs:
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- There is currently a game engine issue with AMD RDNA2/3 GPUs, to avoid a crash switch off RVT in the menu before loading the game’s map, sadly there is no projected fix for this
- There are issues with AMD GPUs, please report any that you have in the most detailed possible way
- Sometime the interaction UI prompt may disappear, switch weapon or move away from the missing prompt to fix it
- FSR causes the text on the menus to blur
- some ground clutter might be floating, these will be fixed later in a polishing pass
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EPPoC
This build has a lot of animation issues (we are aware of this, a complication of the implementation of new features) due to these, for this version, getting caught by an enemy will be considered a game over and you’ll be brought back to spawn (there was a gamebreaking bug and little time to polish it before the new year, but we wanted you guys to have something new to play around with.)
you can get stuck in an elevator if you switch weaponsThe baton spawns with 0% durability, use a repair kit to bring it back up and do proper damage;
PPoC
Sometimes, after being grabbed and defeated for 2 times in a row, interactions become impossible, opening and closing the menu may help solve this, but you may be forced to restart.- It is possible for the enemies to spawn upstairs near the base, where you can’t attack them
If you are running around and turning corners a lot, you may see enemies spawning out of thin airIf you bring a box near a ladder, you might be unable to pick it back up as the ladder interaction takes priority (to bring the boxes back to base there is an elevator instead)