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CPSC 4170/6170: Milestone 1 Presentation

Russell Welch

CPSC 4170

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Game description

Name title: Slipstream Black

Genre: 3D First-Person Action-Platformer

A high-speed, vertical traversal-based first-person shooter focused on fluid parkour and stylish combat. Inspired by Dishonored's vertical worldbuilding and momentum-based traversal, and Ultrakill's intense movement-driven combat.

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Game description

In "Slipstream Black," objectives:

  • Navigate Rooftops: Use parkour and dash mechanics to cross dangerous city rooftops.
  • Master Movement: Chain dashes, slides, and wall runs to maintain momentum.
  • Eliminate Threats: One-shot ranged and melee combat from high-speed encounters.
  • Survive the Heights: Encounters are deadly and quick. You must control the environment as much as the enemies.
  • Upgrade your Gear: Eliminating enemies or completing levels rewards currency which can be used to purchase movement or weapon upgrades.

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Game information

Skill rating: Intermediate to advanced

Audience: T for Teen

  • High-speed stylized combat
  • No gore, but intense impact and feedback

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Color Pallette

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Game references

Game References

  • Dishonored – Environmental storytelling and parkour-based level design
  • Ultrakill – Hyper-fast movement-focused combat
  • Mirror's Edge – Rooftop traversal and visual clarity
  • Titanfall 2 – Wall-running and flow

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Entities – Player character

Main character

  • Behavior: Movement-heavy shooter; high-speed traversal and combat
  • Looks: Runner vision, stylized weaponry, no viewable character
  • Input Description: Mouse + Keyboard (WASD, Space, Shift, Mouse 1/2, E)
  • How we’ll manipulate: Rigidbody controller with layered movement state machine

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Entities - Enemies

Enemy

  • Behavior: Turrets, jumping robots, drones, and rooftop guards; all react fast and hit hard
  • Looks: Low-poly mechanical or masked humanoid forms with glowing sensors
  • Manipulation: NavMesh + aggressive AI logic; alert, chase, and precision attacks

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Entities - Items

  • Pulse Pistol: Primary ranged weapon, hitscan
  • Shock Gauntlet: Melee burst with cooldown
  • Ammo/Charge Packs: Restore combat utilities
  • Looks: Glowing pick-up meshes, clean and sharp silhouettes
  • Other: Shotgun, charging laser rifle, and weaponry which incentives movement

https://mario.fandom.com/wiki/Category:Enemies_in_Super_Mario_3D_World

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Movement Mechanics

Slipstream Black's movement system is built for momentum and flow. Every mechanic is tuned to reward skillful chaining of movement and combat

  • Wall Run: Stick to walls and maintain velocity to cross gaps and flank enemies.
  • Slide: Drop into a slide from a sprint to keep speed or duck under obstacles.
  • Double Jump: Allows in-air corrections or to chain wall runs and ledge grabs.
  • Air Control: Inspired by Source engine — fine-tune your jumps mid-air.
  • Dash: Quick directional burst to evade, extend movement, or gain spacing.

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Game mechanics

Upgrade Station: Players can find upgrade terminals scattered across the level or between segments. Using points earned from enemy kills or level performance, they can purchase upgrades like:

  • Laser Sight for better aim precision
  • Tactical Flashlight to illuminate dark rooftops or reveal hidden enemies
  • Dash system to quickly move in any direction on a cooldown

Checkpoint System: Levels are divided into segments with auto-save checkpoints. Dying immediately resets the player at the last checkpoint with no loading tim

Level Completion Beacon: Each level ends at a rooftop beacon that tallies time, deaths, and optional objectives. Encourages replayability and time attack runs.

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Modules

Player Control:

  • Advanced Rigidbody-based character controller with custom physics
  • Source-inspired air strafing with acceleration and no speed limits
  • Comprehensive state machine managing wallrunning, sliding, crouching, and dashing
  • Double-jump mechanics with air momentum preservation

Weapons & Combat:

  • Complete modular weapon system with inheritance-based architecture
  • Scriptable Object-driven weapon stats and configuration
  • Physics-based raycasting for precise hit detection
  • Viewmodel animation system with procedural recoil effects

Enemy AI:

  • State machine-driven enemy behavior
  • Physics-based movement with jump trajectory calculations
  • Line-of-sight detection with obstruction checking
  • Self-damage system for realistic collision responses

Physics & Effects:

  • Custom gravity system with terminal velocity and fall multipliers
  • Slope detection and enhanced movement on inclines
  • Camera effects including FOV kicks, recoil, and procedural tilt

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Software architecture

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Timeline

Modules To Prioritize:

  • Movement controller
  • Dash, slide, wall-run flow
  • Combat feel and responsiveness

Most Difficult Module:

  • Wall detection + wall-run exit chaining

First Modules:

  • Rigidbody player movement
  • Dash/slide combos
  • Pulse pistol core functionality