Breach

The year is 21XX. Throughout the last century, the development of technology accelerated at an astounding rate, completely transforming the developed world. Not before soon, advanced nanomachines were developed to enhance the functions of humans. Diseases, old age, mental blocks, and any conventional limits of the human body were now a thing of the past.

  • With the advanced nanomachines, any one individual could enhance themselves to unseen levels of potential, or even become living weapons. However, with great power comes great responsibility. In a series of unfortunate bloodshed, severe limits were placed on the use of nanomachies for civilian use. All control of nanomachines had to be managed to a central authority, which would with an iron fist ensure that such an event would never happen again. They preemtively massively restricted or shut down the nanomachines in targeted individuals, often severely harming them in the process, or worse. An uprising was formed, however very swiftly and brutally it was ended, and then there was order. Many decades later, an old paramilitary organization named BREACH suddenly resurfaced, and woved to continue to fight for the people. An elite private security force was designated to respond to the threat, and once again restore the peace.

    Will you fight for order against chaos, or will you fight for freedom against oppression?

    The Breacher

  • The Breacher
  • The breacher is a character who excels at very quick short to medium range engagements, he is centered around using his mobility to get into close range, and then dealing massive damage before the opponent is able to escape. The breacher has 4 unique abilities. A shotgun blast, a fireball, a charge ability and a reflecting energy shield.





    Shotgun Blast

  • The Breacher's Shotgun Blast ability
  • The main damage ability of the breacher is the shotgun blast, it has limited range and a large spread, but due to the amount of projectiles it deals a lot of damage in close range. Initially the shotgun didn’t really feel it had any “kick” to it, so it was given a very short windup time and a small knockback on the breacher to make it seem more powerful when used. This also served to make it slightly harder to hit with all projectiles, since the opponent has short amount of time to get away from the breacher.



    Fireball

  • The Breacher's Fireball ability
  • The only long range ability of the breacher is a fireball projectile that deals moderate damage and stuns any enemy it hits. The weakness of the ability is both that it drains a lot of energy, but also that the projectile moves very slowly which makes it very easy to either counter or avoid when you are prepared for it. The fireball ability was originally designed to be similar to Shadow Raze from Dota 2 where it simply does damage in a small circle a set distance from the player, but the concept did not translate well with the speed and mobility required for our mechanics so we changed it.

    Charge

  • The Breacher's Charge ability
  • A charge which propels the breacher forward in a short burst of motion, it deals damage and slows any enemies in an area around where the breacher lands. Moderately high energy cost. The weaknesses of this ability is that even though it has devastating offensive power, it does not have much defensive power as it requires both great commitment and can only travel in the direction the breacher is facing, also it can be easy to predict due to it’s slow travel time.



    Reflector

  • The Breacher and The Sniper's Reflector ability
  • An energy shield which reflects any projectiles that touch it at 150% of their original speed, also knocks back any enemies caught in the reflector. It is a channeled ability with a high energy cost, and leaves you vulnerable to attacks afterwards.







    The Sniper

  • The Sniper
  • The breacher’s counterpart is the sniper, a character that excels at medium to long range engagements that last for longer periods of time, however is very vulnerable up close. All damage abilities of the sniper require a lot of commitment from the player, reducing movement speed and having high energy costs. The sniper is a very aim dependent character at higher levels of skill, however we have taken care to implement tools to make it slightly easier to use for players of lower skill as well. The sniper has 4 abilities. A basic attack that rapidly fires small fairly slow projectiles, a powerful but hard to aim shiper shot, a quick dash ability and a reflecting energy shield.

    Rapid Fire

  • The Sniper's Rapid Fire ability
  • Rapid fire is a very quick stream of damaging projectiles, intended to be used as an alternative for close quarters instead of the high skill sniper shot. The bullets are fired so fast it’s very easy to see where the sniper is aiming, however the main weakness is not only that the player has very reduced movement speed while firing, but also that the projectile speed of the weapon is the slowest in the game making it very hard to both hit your target consistently and go toe-to-toe with characters that are stronger in close quarters.

    Aim mode

  • The Sniper's Aim Mode ability
  • Allows the sniper to enter Aim Mode, which emits a laser sight line to show where the player is aiming. Now the player instead of Rapid Fire, shoots a high velocity round that deals a lot of damage and also stuns the enemy making it very rewarding when hit. Precise aiming and prediction takes a lot of skill, but once mastered proves a threat at longer ranges. Aim Mode also slows the sniper down to a crawl, making it dangerous to use in close range.

    Dash

  • The Sniper's Dash ability
  • A medium range dash that can be used in any direction at any time. It is quick to perform and has no windup time. It does however limit snipers movement for a short period of time after each dash, to discourage using the ability recklessly.



    Reflector

  • The Sniper's Dash ability
  • An energy shield which reflects any projectiles that touch it at 150% of their original speed, also knocks back any enemies caught in the reflector. It is a channeled ability with a high energy cost, and leaves you vulnerable to attacks afterwards.

    Colosseum

    The game consists of one level as of yet. It consists of the ruins of an ancient combat arena, where once upon a time the crowd would cheer when fighting champions would clash against each other. In the visual center of the arena, there is a large gate protecting the inner sanctum, which is glowing with an ominous light. Whoever built the gate seems to have wanted no one to open the gates and enter, or perhaps escape. The arena is symmetrical regarding model placement. The models do however differ visually to create a more appealing environment. The reason for building the arena symmetrical is to keep the game equal and balanced since using objects, taking cover and pre-firing around corners can be used to win the game. The Arena

    The arena consists of:

    Objects that can affect the game play:
    • An active area where the players can move around.
    • 2 player spawning areas where the players spawn
    • 4 pillars that you can use as cover against incoming projectiles
    • A stack of barrels, and a wagon as a bigger kind of cover
    Objects that can’t directly affect the game play, their purpose is mostly visual
    • An inactive area, the balcony where an audiance is going to sit, for looks only.
    • A platform in the middle for looks only.

    Gameplay

    A video featuring gameplay of breach on a 180 inch wide 4k resolution screen.

  • Video
  • Developers

    We are a team of 5 students at the Royal Institute of Technology.

    Developer
    Adrian Blanco

    Adrian Blanco

    Developer
    Simon Fransson

    Simon Fransson

    Developer
    Jacob Norlin-Andersson

    Jacob Norlin-Andersson

    Developer
    Max Turpeinen

    Max Turpeinen

    Developer
    Lucas Åström

    Lucas Åström