Random Madness: Dev Interview

An interview with the developers behind Obscurity: Unknown Threat. A Predator inspired multiplayer PVP game that started out as a Call of Duty 4 mod.
We discussed the gameplay flow, the abilities of the Obscurity character, the game modes as well as the blood and gore effects, and the damage model.

V: Hey folks, Valentin the Mad here, and today I have an interview with the developers of Obscurity: Unknown Threat. It is a Predator inspired game that began as a Call of Duty 4 mod with some interesting damage mechanics that caught my interest right away. So in this video, we’re discussing what it is about, what the gameplay flow will be like, the abilities of the Obscurity character, and of course the gore and the damage model.
Without further ado, here it is.
So:

Hi, welcome, let’s begin with your introductions

F: Hey, so I’m Falcar, I’m the programmer half of our team. My background is in making websites and apps, but working on games is something that – what got me into the coding in the first place – that’s something I’ve always had a passion for.

S: Hi my name’s Snakelet, and I do a bit of everything, so 3D modelling, texturing, sound design, little bit of programming, and my background’s in games graphics design and yeah I’ve been playing video games for all my life. Mortal Kombat was probably my first violent video game on the Sega Master System.

F: We’ve been playing games together for like 15 years, and modding them, the games that we’re interested in – this is our first standalone project which we’ve been working on in our free time for like six years now.

V: Yeah you guys basically began with the mod, so we’ll get to it right away. So first up:

What is Obscurity: Unknown Threat?

S: So Obscurity: Unknown Threat it’s a multiplayer first person shooter, with an emphasis on player damage. The core game modes are built around asymmetrical combat against the Obscurity, which is an invisible monster who can only knife, but has a ton of extra abilities like phasing through walls, leaping and sticking to surfaces, possessing humans and heaps of fire modes and stuff to just distract soldiers.

F: And the game’s hugely based around the damage system – the survivable wounds that the survivors can take, so we also have human versus human modes because the damage system is just awesome to play around in. In terms of shooter mechanics it’s really more arcade than realistic, like we’ve prioritised things being: we’ve tried to make the movement really fast and fluid – yeah it’s not like hyper-realistic, it’s just arcade.

Watch the video above to see the rest of the interview!