Ashline: Decay
You have been selected to enter a highly reactive nuclear power plant and recover as many valuable items as possible to meet a set quota. However, caution is essential—mutated creatures now inhabit the facility and will actively hunt you. Exposure to radiated zones will cause mutation, increasing risk the longer you remain inside. Any profits you earn can be spent outside the facility on activities, including gambling or purchasing equipment and perks.
Engine
Language Used
Role
Technical Game Designer
Project Type
Group Project
Project Overview:
Ashline: Decay was developed over a six month period where the aim of the project was to find the answer to a question which is 'Creating characters that are dynamic and reactive to radioactive environmental changes in an extraction game.' This project focused on exploring how characters can be made dynamic and reactive to radioactive environmental changes within an extraction-based gameplay loop. Drawing inspiration from Lethal Company and R.E.P.O. The project centres on how environmental hazards—specifically radiation—can directly influence character behaviour, state, and decision-making in real time.
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My Contributions:
– Developed a procedural generation system that creates randomised rooms with dynamic enemy spawns and randomised loot placements to improve replayability. – Created hazardous radioactive zones that spawn randomly throughout the map, gradually increasing the player’s radiation levels upon collision. The deeper the player moves into the area, the faster radiation builds up. – Implemented a realistic ammo and magazine capacity system where weapons only reload the exact amount needed. For example, if a weapon has a 15-round magazine and currently contains 5 bullets, the reload system only adds 10 more bullets. – Developed a mutation mechanic where higher radiation levels increase the player’s chance of mutating, while lower radiation levels reduce the risk. – Created a mutation that distorts the player’s vision, making it difficult to see clearly, while temporarily allowing players to see enemies and items through walls every 2 seconds. – Designed a mutation that shocks the player every 2 seconds, temporarily disabling movement. After being shocked 3 times, the mutation releases a powerful electric shockwave capable of killing nearby enemies. – Developed a perks system featuring both permanent and temporary upgrades. Permanent perks improve player statistics such as health and stamina, while temporary perks such as radiation pills and night vision goggles only last for a single round. – Created a dynamic shop system where players can purchase weapons, items, and perks. Prices change after each completed quota, encouraging strategic resource management. – Implemented a system allowing players to transfer purchased weapons and items between the headquarters and the power plant, even if they could not fit within the player’s current hotbar inventory.
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The Result
As a team of three, developing Ashline: Decay was a highly rewarding experience that allowed us to create a tense and replayable extraction game inspired by Lethal Company and REPO. My main contribution focused on designing and developing the core gameplay mechanics, including the procedural generation system, radiation system, mutations, perks, shop mechanics, ammo systems, and item transferring systems. The project was also a massive learning curve, as I learned many new technical skills, tools, and development techniques while overcoming challenges throughout production. Working on these interconnected systems helped strengthen my gameplay programming, technical design, and problem-solving abilities, while contributing to a chaotic and engaging multiplayer extraction experience.
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