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License: MIT University: IUT Montreuil Engine: Unity Language: C# Project Type Contributors Stars Fork Watchers

๐Ÿ•ต๏ธ Infiltration

๐ŸŒ Multilingual README Versions

๐Ÿ‡ซ๐Ÿ‡ท Franรงais ๐Ÿ‡ฌ๐Ÿ‡ง English ๐Ÿ‡ช๐Ÿ‡ธ Espaรฑol
README.fr.md You are here! README.es.md

๐Ÿ“˜ Project Overview

This project was developed during the second year of a Computer Science degree (DUT) at the IUT de Montreuil in 2016. It served as the final project for the Video Game Development course.

We were a team of 4 students. The objective was to design a complete stealth game using Unity and C#.

โš ๏ธ The game is exclusively available in French.


๐ŸŽญ The Story: "The Stolen Idea"

You are interviewing for an internship at Woodle, a renowned tech company. During the interview, you present a revolutionary project idea.

The company decides not to hire you... but you soon discover they have stolen your idea to develop it themselves!

Injustice! You decide to take matters into your own hands. Your mission: infiltrate Woodle's headquarters at night using various secret identities. Your ultimate goal is to access the central server to erase all traces of your project and prevent the company from profiting from your work.


๐Ÿ•น๏ธ Game Presentation

Infiltration blends narrative, strategy, and stealth:

  • Identity System (Lives): Your identities are your "lives." If you are caught, you lose your cover and must return under a new identity to continue the mission.
  • Stealth & Discretion:
    • Visual: Avoid the guards' vision cones.
    • Auditory: A noise system is integrated. Walk carefully; heavy footsteps can alert nearby guards.
  • Tactical Hiding: You can hide in trash cans to escape guard surveillance, but beware: this is only possible if no enemy has spotted you yet!
  • Narrative: A scripted tutorial mode sets the stage with the job interview and the company's betrayal.
  • Varied Levels: Each team member designed specific challenges to test your reflexes and patience.

โš ๏ธ A Real Challenge

The game offers an exacting level of difficulty:

  • Cunning Enemies: Some guards have unpredictable behaviors and won't be easily bypassed.
  • No Hiding Once Spotted: If an enemy already has you in their line of sight, it's too late to hide in a bin. You must stay out of sight BEFORE seeking refuge.

โš™๏ธ Technologies Used

  • Game Engine: Unity (2016 Version)
  • Language: C#
  • Platform: Windows (x86)

๐Ÿ’ป Installation and Execution

๐Ÿš€ Play Immediately (Release Version)

A ready-to-play version (Build) is available in the Releases section of this repository.

  1. Go to the Releases tab.
  2. Download the Infiltration_Archive.zip file.
  3. Extract the archive (contains the .exe, the _Data folder, and .pdb debug files).
  4. Run infiltration.exe.

๐Ÿ› ๏ธ Open the Project (Source Code)

To explore the scripts or scenes:

  1. Clone this repository.
  2. Open the folder with Unity Hub (version 5.x recommended for compatibility).

โŒจ๏ธ Controls and Commands

The game offers great flexibility to suit your playstyle, whether you are right-handed or left-handed.

๐Ÿƒ Movement and Actions

Action Keys (Right-handed) Keys (Alternative / Left-handed)
Movement W A S D Arrow Keys (โ†‘ โ† โ†“ โ†’)
Run Left Shift Right Shift
Slow down / Stealth Left Ctrl Right Ctrl
Open Door Space Space

๐Ÿ’ก Pro-tip: Running generates significant noise (XX), while walking while holding Ctrl allows you to be completely silent (--).

๐ŸŽง Sound Immersion

The game features a full soundscape. Audio is a core gameplay element: listen closely to guards' footsteps and alarms to anticipate danger!

๐Ÿšช How to Quit the Game

  • Recommended Method: Use the Ctrl + Alt + Tab shortcut to exit the window and close the application manually.

๐ŸŽฎ Gameplay Overview

Main Menu

The game's home interface where you can launch the infiltration mission. Main Menu


Tutorial Phase

The game begins with a narrative phase to learn the basics of stealth. Tutorial - Start Objective: Access the main computer on the top floor.

Tutorial - Mechanics Learning noise management and collecting key items like ID cards.


Stealth and Surveillance

Once inside Woodle's premises, vigilance is key. Guards patrol with dynamic vision cones whose color indicates their alert status.

Level 1 - Guards Dodge the guards' field of vision to keep your identity intact.

Level 1 - Exploration Pick up the map to reveal the location of nearby items.


๐Ÿ‘ฎ Enemy Behavior

The detection system is based on advanced management of guard vision and hearing. Pay attention to their beam color and alert icons:

  • Patrol (Yellow Beam): The guard's normal state. They follow a predefined path, unaware of your presence.
  • Aural Suspicion (Red Beam + ?): Guards are sensitive to noise (marked by X or XX on your HUD). If they hear a sound, they abandon their patrol to move immediately to the exact location of the noise to investigate.
  • Visual Detection (Red Beam + !): If you enter a guard's field of vision, they formally identify you. Your current identity is compromised, and you lose a "life."
  • Sleep (Purple Beam): You may encounter sleeping guards. They cannot see, but stay quietโ€”a loud noise can wake them up instantly!

๐Ÿ“ธ Alert States in Action

Aural Alert
A red beam with a ? indicates the enemy heard a suspicious noise and is moving to check the area.

Immediate Detection
A red beam with a ! signals immediate visual detection: you have been spotted.


Hiding System

An essential mechanic for survival, subject to strict conditions. Trash Can System You can hide in trash cans, but only if you are not already in an enemy's line of sight.


HUD Details (Interface)

The in-game interface displays crucial information for your survival:

  • Identities (Lives): Located at the top left, these show the number of covers remaining before mission failure.
  • Noise Indicator: Located at the top right, it changes based on your actions:
    • --: You are perfectly silent.
    • X: Light noise, be careful of nearby guards.
    • XX: Loud noise, you risk alerting the entire zone.
  • Inventory: View your quest items and access cards in real-time.

๐Ÿง‘โ€๐Ÿ’ป The Team

Four of us worked on this project with the following breakdown:

  • Boris Eng: Story co-author, tutorial creation, and all environment/decor design.
  • Thomas Dunglas: HUD (User Interface) creation and design of one complete level.
  • Lucas: Design and creation of one complete level.
  • Me: Story co-author, tutorial creation, and gameplay mechanics.

๐Ÿ™Œ Acknowledgments

I would like to thank my professors at IUT de Montreuil for proposing this project and for their valuable technical advice during this course.

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