Releases: Clapcom-Studios/Alien-Extraction
Gold
Alien Extraction is a DIABLO-LIKE game themed in the ALIEN universe.
Players will take on the role of an elite soldier sent to an alien-infested planet to clear it of all hostile forms. The action focuses on multi-level raids, where players will have to explore, fight against saga enemies, manage their resources carefully to survive and not die in their attempt to complete the mission and discover the truth.
System Requirements
| Hardware | Minimum | Recommended |
|---|---|---|
| Central Processing Unit (CPU) | Intel Core i3-8100 3.5 GHz | Intel Core i7-12700K 3.6 GHz |
| Graphics Processing Unit (GPU) | NVIDIA GeForce GTX 1050ti | NVIDIA GeForce RTX 3060 |
| Random Access Memory (RAM) | 16 GB | 32 GB |
| Free Disk Space | 2 GB | 3 GB |
| Operating System (OS) | Windows 10 | Windows 10 |
Dependencies
Important
It is required to download Visual Studio Community 2022 with the following extensions to execute the game.
|
|
Installation
Important
In order to download and play the game you have to Download the Latest Release and extract the zip.
It is recommended that you extract the zip on the parent folder of the disk, so that the path doesn't get too long.
(e.g. D:\ClapcomStudios-AlienExtraction_Gold)
In this case, the executable path will be as follows:
D:\ClapcomStudios-AlienExtraction_Gold\AlienExtraction\AlienExtraction.exe
It is recommended to make a shortcut of the game on your desktop.
Controls
GAME
| Button (XBOX / PS4) | Action |
|---|---|
| Left Joystick | Move |
| LT / L2 | Dash |
| RT / R2 | Shoot |
| LB / L1 | Heal |
| X / Square | Reload |
| A / X | Interact |
| RB / R1 | Acid Spit |
| Y / Triangle | Predatory Rush |
| B / O | Tail Swipe |
| DPAD Right | Open Inventory |
| Start / Options | Pause/Menu |
DEBUG KEYS
| Key/Button | Action |
|---|---|
| F1 | Activate Debug Keys & Show Colliders |
| F5 | Take Damage |
| F6 | Heal |
| F8 | Save Game |
| F9 | Add Alien Core to Inventory (XP) |
| 1 | Change to Weapon Submachine |
| 2 | Change to Weapon Shotgun |
| 3 | Change to Weapon Plasma Cannon |
| V | Instant Death |
| , | Downgrade Weapon |
| . | Upgrade Weapon |
| K | Change to Exploration Music |
| L | Change to Combat Music |
| NumPad 1 | Travel to Level 0 Base |
| NumPad 2 | Travel to Level 1 Warehouse |
| NumPad 3 | Travel to Level 2 Laboratory Part 1 |
| NumPad 4 | Travel to Level 2 Laboratory Part 2 |
| NumPad 5 | Travel to Level 3 Hatchery Part 1 |
| NumPad 6 | Travel to Level 3 Hatchery Boss |
Website & Social Media
Website: https://clapcom-studios.github.io/Website/index.html
Twitter/X: https://x.com/AlienExtraction
Linkedin: https://www.linkedin.com/in/alien-extraction-citm-videogame-792bba307/
Youtube: https://www.youtube.com/@Clapcom_Studios
About us: Clapcom Studios
Clapcom originated as a third-year project in the Video Game Design and Development bachelor's degree program at CITM | UPC. It is comprised of members with diverse skills and talents across three departments.
If you want to know more in detail about the work of each member you can see it here.
About the engine: Ymir Engine
Ymir Engine Logo
Made by: Francesc Teruel Rodríguez
Repository Link: Ymir Engine
Current release version: v0.3 - Shader Pipeline
GitHub page: Ymir Engine Website
Description
Ymir Engine is part of the Game Engines subject, on the third year of the Videogame Design and Development degree,
taught at CITM UPC (Terrassa) and supervised by Miquel Suau.
The engine has been made from scratch in C++ using SDL and OpenGL to manage graphics. The main target of the project is to be able to integrate complex systems such as graphics management and game engine architecture in a simple and understandable way for educational purposes.
During the development of Alien Extraction, the engine was also being improved adding more high level systems, in order to be able to develop all the features required by the game.
Important
The zip of the release contains the build of the game, extracted from the engine.
Beta
Alien: Extraction - Beta
Features
Main Character
- Balance and polish main character weapons.
- Fix spin that the player performs when in contact with collider / animation / skill.
- Polishing player movement in the different zones.
- Add more visual feedback of what happens to the player.
- Revise animations duration, the animation of dying blocks a lot in the gameplay.
- Polish animations. Iterate bullet textures to make them more eye-catching.
World
- Add tutorials that are pending.
- Incorporate the narrative and dialogues of the game in full.
- Add more informative messages (if required).
- Add a selectable beacon touch to perform or not perform the action.
- Implement shadows and other desired effects.
- Work on the locations of objects and walls that hide important information for the player. Iterate levels so that this does not happen.
- All menus should work correctly without any errors (weapon selection menu, level, etc...),
- Iteration of the different backgrounds of the levels.
Enemies
- Balancing how many bullets they shoot, what damage they do, how many enemies there are, etc.
- Add enemies during levels where they are missing and revise those currently added.
- Iterate and balance battle against the final boss.
Game Loop
- Give feedback to the player when picking up an essential item.
- Implement pause menu, win narrative and polish all necessary aspects.
Controls
Game
- Move --> Left Joystick
- Dash --> LT
- Shoot --> RT
- Reload --> A
- Acid Spit --> X
- Predatory Rush --> B
- Tail Swipe --> Y
God Mode
Activate Debug Keys with [F1]:
- God Mode ON:
- Change Weapon --> [1,2,3] (SMG, Shotgun, Plasma)
- Show Colliders
- NumPad [1,2,3,4,5,6] --> Travel Between Levels
- Toggle Exploration/Combat Music [K & L]
- Downgrade/Upgrade Weapon [, & .]
With God Mode activated, all colliders are displayed.
The zip of the release contains the build of the game, extracted from the engine.
Playtesting
Alien: Extraction - Playtesting
Features
- Alpha 3 build improved to solve some major crashes and be ready to receive feedback about the current state of the game.
Controls
Game
- Move --> Left Joystick
- Dash --> LT
- Shoot --> RT
- Reload --> A
- Acid Spit --> X
- Predatory Rush --> B
- Tail Swipe --> Y
God Mode
Activate Debug Keys with [F1]:
- God Mode ON:
- Change Weapon --> [1,2,3] (SMG, Shotgun, Plasma)
- Show Colliders
- NumPad [1,2,3,4,5,6] --> Travel Between Levels
- Toggle Exploration/Combat Music [K & L]
- Downgrade/Upgrade Weapon [, & .]
With God Mode activated, all colliders are displayed.
The zip of the release contains the build of the game, extracted from the engine.
Alpha 3
Alien: Extraction - Alpha 3
Features
Main Character
- Finish creating the remaining weapons, adjust them and make the animations for each of them.
- All weapons and skills of the character must be functional.
- All the character's animations, visual and sound effects must be functional and polished.
- Improve the character's feedback when interacting with the scenery or scenery elements.
- Improve character feedback when taking damage and dying and when attacking. This includes visual
and sound effects, as well as animations.
World
- Finish the remaining assets for the levels of the game. Iterate the levels that are more
in terms of creation of assets/props and adapt them to be modular. - All the levels must be finished graphically. Polishing decoration and adding graphical details
(decals, marks, dirt, signs, etc). - Add background music (Exploration and Combat).
- Implement shadows and finish adjusting lighting in all levels.
- Improve the interaction with the scenery: traps (acid), destroy objects (barrels), collect items (currency),
activate mechanisms (doors), (currency), activate mechanisms (doors), etc.
Enemies
- All enemies implemented in the game with their functional and differentiated mechanics.
(Facehugger, Drone Xenomorph, Xeno Spitter). - Implement new feedback that is pending for some of the actions (Die, slow down,
attack, chase player, stop chasing player).
Boss
- Final artwork in the game.
- Improve Queen Xenomorph's feedback when she takes damage, dies, attacks, etc.
- Add boss presentation (narrative).
- Add game ending (what happens when the boss is defeated).
Game Loop
- The game should be playable from start to finish, being able to complete the game, win and lose.
- All menus in the game must be fully functional (main menu, pause menu, game over).
- All game mechanics must be implemented, including navigation, exploration and combat.
- The game's narrative must be implemented: narrative triggers on the map, pop up text and graphics
with dialogue, recorded voiceovers and graphics with dialogues, recorded audio voices,
scripting of the whole sequence.
Game Build
- The HUD must be fully implemented and functional. No further changes shall be made to its
design. All necessary feedback will be added to the HUD: animations, effects, sounds, etc. - The game must have a beginning and an end (narrative and art).
- Finish the main screen of the game (animation, audio, effects). Make it thematically and visually
interesting for the players. - The game must be playable in invincible mode (no loss of life) and be able to jump between areas (checkpoints) and levels.
(checkpoints) and levels. Assign special keys to activate these functions. - The game must be controllable (joystick, pad) and have vibration.
- The game must contain music and sound effects whenever necessary.
- The game camera must be the ultimate: exact distance, smooth follow, camera shake effect,
zoom in/out (if necessary), etc. The camera shall remain unchanged beyond this sprint. - Eliminate from the game all systems or mechanics that are not essential: inventory,
crafting, skill tree, etc. Concentrate efforts on the navigation and combat system. - Prototype post-processing or similar effects (bloom, colour correction, outline) if needed.
Controls
Game
- Move --> Left Joystick
- Dash --> LT
- Shoot --> RT
- Reload --> A
- Acid Spit --> X
- Predatory Rush --> B
- Tail Swipe --> Y
God Mode
Activate Debug Keys with [F1]:
- God Mode ON:
- Change Weapon --> [1,2,3] (SMG, Shotgun, Plasma)
- Show Colliders
- NumPad [1,2,3,4,5,6] --> Travel Between Levels
- Toggle Exploration/Combat Music [K & L]
- Downgrade/Upgrade Weapon [, & .]
With God Mode activated, all colliders are displayed.
The zip of the release contains the build of the game, extracted from the engine.
Alpha 2
Project Clapcom: Alpha 2
Features
Main Character
- Visual appearance, animations and ultimate abilities.
- Main weapons gameplay.
- Iterated feedback to all player actions: particles, SFX and polish current animations.
- Final game camera: smooth follow.
World
- Base Level / Ship Part of the artwork started, functionalities partially implemented.
- Level 1 “Warehouse”: art finished and functionalities partially implemented.
- Level 2 “Laboratory”: finishing touches and enemies added.
- Level 3 “Nest” or Boss: part of the art finished and implemented, functionalities partially implemented.
- Iteration of entities SFX and levels music.
- Lighting implemented of LVL_BASE and LVL_2_LAB_PART1.
NPC
- Implemented Caius on LVL_BASE.
Enemies
- Feedback iteration to all actions they have: more visual feedback, damage dealt and when they are going to attack.
- Finished enemies: Facehugger and Drone Xenomorph.
Boss
- Second iteration Queen Xenomorph. Final art, feedback and gameplay.
Game Loop
- Menu → Raid → Farm monsters and explore → Base and upgrade character → Raid → Menu.
- First iteration of Caius Dialogue and Base Stash.
- Second iteration of Inventory Screen, Base Teleporter Screen and Upgrade Weapon Station.
- Narrative introduction into the game.
Controls
Game
- Move --> Left Joystick
- Dash --> LT
- Shoot --> RT
- Reload --> A
- Acid Spit --> X
- Predatory Rush --> B
- Tail Swipe --> Y
- Change Weapon --> [1,2,3] (SMG, Shotgun, Plasma)
God Mode
Activate Debug Keys with [F1]:
- God Mode ON:
- Show Colliders
- NumPad [1,2,3,4,5,6] --> Travel Between Levels
With God Mode activated, all colliders are displayed.
The zip of the release contains the build of the game, extracted from the engine.
Alpha 1
Project Clapcom: Alpha 1
Features
Main Character
- Visual appearance, animations and skills implemented in-game (not polished).
World
- Base level / Ship first iteration.
- Level 1 "Warehouse": Part of the Art finished and implemented.
- Level 2 "Lab" Art Finished.
- Level 3 "Nest" or Boss Blockout implemented in Engine.
Boss
- Implemented Model and Texture of Queen Xenomorph according to VS2 concepts.
Game Loop
- LVL0 "Base" → LVL1 "Warehouse" → LVL2 P1 "Laboratory" → LVL2 P2 "Laboratory 2" → LVL3 P1 "Hatchery" → LVL3 P2 "Boss"
Controls
You appear on Level 0: Base. You are able to explore all the maps.
Game
- Move --> Left Joystick
- Dash --> LT
- Shoot --> RT
- Reload --> A
- Acid Spit --> X
- Predatory Rush --> B
- Tail Swipe --> Y
God Mode
Activate Debug Keys with [F1]:
- God Mode ON:
- Show Colliders
- NumPad [1,2,3,4,5,6] --> Travel Between Levels
With God Mode activated, all colliders are displayed.
The zip of the release contains the build of the game, extracted from the engine.
Vertical Slice 2.5
Project Clapcom: Vertical Slice 2.5
Features
Main Character
- Able to move/walk/shoot.
- Collides with the environment.
- Renders the material/texture made by Art.
- Implementation of scripts (health, shoot, movement).
- Implementation of the main shooting mechanics, accompanied by sound.
World
- Gameplay of level 2 "Laboratory".
- Level 2 "Laboratory" contains finished art.
- Fully functional HUD.
- Lighting System. Basic lights implemented: Point, Directional and Spotlight.
Enemies
- First enemy introduced with "final" appearance (no texture yet).
- Able to move and perform some interaction with the player (wander, pursue, damage, die).
- Collides with the environment.
Game Loop
- Menu → Level 2 "Laboratory" → Win/Lose → Menu.
- Show whether you have won or lost.
- Main Menu: Home / Exit (+other buttons).
- Buttons should have visual feedback (states).
Audio (Placeholders)
- All abilities have an SFX for the player.
- Ambient music in scene (Laboratory Map).
Controls
You appear on Level 2: Laboratory. You are able to explore all the map.
Game
- Move --> Left Joystick
- Dash --> B
- Shoot --> RT
- Reload --> A
If the enemy hits you, you lose health. You can kill the enemy by shooting it.
God Mode
Activate Debug Keys with [F1]:
- God Mode ON:
- F3 Instant Win
- F4 Instant Lose
- God Mode OFF:
- F5 Take Damage
- F6 Heal
With God Mode activated, the player doesn't lose nor bullets nor life, and colliders are displayed.
The zip of the release contains the build of the game, extracted from the engine.
Vertical Slice 2
Project Clapcom: Vertical Slice 2
Main Character
- Able to move/walk/shoot.
- Renders the material/texture created by Art.
- Iteration of script implementation.
- Implementation of the main shooting mechanic, accompanied by sound.
World
- Begin implementing gameplay for level 2 "Laboratory".
- Level 2 "Laboratory" should contain finished art.
- Level 1 "Warehouse" blockout implemented in Ymir Engine.
- Lighting System. Basic lights: Point, Directional, Spot and Area (not in scene).
Audio (Placeholders)
- All attacks have a sound for both the player and enemies.
- SFX: Footsteps, player death, enemy death.
- Ambient music, transition from menu to scene. There are music changes according to the level (combat or exploration).
The zip of the release contains the release build of the engine.
Vertical Slice 1
Project Clapcom: Vertical Slice 1
- Build that can be run and played by remote control on any of the CITM computers.
- The camera is set to an aproximated desired perspective we will have during gameplay.
- The main character is displayed correctly along with a basic walk animation.
- Move around the level.
- It must be able to fire a projectile.
- HUD display, first non-interactive version.
- Wwise integration with ambient music playback.




