WHAT IS GHOSTBUSTED

"Ghostbusted" is a videogame project I'm working on. On my free time. It got plenty of gameplay ideas that I simply can't share with you yet, but hey, it's all fun, trust me.


This page is made to keep everybody up to date on what's done yet, what's going on, and obviously providing the latest download link.

PLEASE NOTE : CURRENT GAMEPLAY IS NOT FINAL GAMEPLAY, IT'S JUST A DEATHMATCH/TEAMDEATHMATCH AT THE MOMENT (WITH SOME A.I. SO YOU CAN TRY SOLO AS WELL) !
All music credits goes for Giuliano Cau who simply provided some awesome music. Try it, it's genius stuff.
Remember, you can use steam for multiplay with your friends (shift + tab ingame to get the steam overlay if you have steam).



Chip is Germany’s largest Online-Magazine for Computers, Mobile Phones and Home Entertainment. They were pretty kind to upload the game on their servers. Can't thank them enough but asking you to get there :)

Unzip and launch Ghostbusted.exe
Portable version, you may be asked to get Runtime c++ 2015 and/or DirectX. Both are microsoft official components, just install these already.
Enjoy

19/12/2016

Reduced the file from 2.2gb to 1.6gb
Remade U.I. and splash screen and menus.
You can now heal when not in a fight.
Quite fixed weapons overlapping walls.
You'll be aware when your life turns below 30 (blood on screen + heartbeat sounds)
Added a new music made by Giuliano for when you're in a fight.
Added U.I. for respawn

07/12/2016

Giuliano Cau brought some awesome music. He's awesome.
Added Splash Screen.
Fixed sparkles while shooting at A.I.
Fixed the UI/native resolution settings.
Fixed keys for changing weapons.
Fixed respawn time (now it's 5seconds after hitting fire when dead, UI information comming soon.)
Fixed damages on some weapons. NPCs are easier to kill (reduced HPs), while bazooka and grenade are now overkill.
still got many fix to do (most belong to UI, anyway this should feel better)
keeping on.

05/12/2016

Currently making quite a few updates, according to huge amount of feedbacks I received last week !
thanks again everybody, be patient ;)

22/11/2016

Hi guys ! taking some rest while looking for new opportunities. So be nice !
The game seems to run smooth and fine at the moment. Just kidding, it doesn't seem, it just does. You'd be able to enjoy it for now.
Back soon for big updates (I'll fix some things bothering me during my rest, things you wouldn't even notice). I need my rest, and I need to focus on my next jobs and stuff.
see you soon !

19/11/2016

Fixed issues with torchlight when dying.
Not bringing massive updates for now, but fixing everything.

18/11/2016

I've been dealing with issues on windows for too long. NOW IT'S FIXED (please email me at contact@lookcloser.fr if you get ANY problem !)

Should launch fine and you can just edit video settings.
Remember : press left-ALT ingame to turn torchlight on and off.

12/11/2016

Fixed A.I., again ! I kinda messed it up last time.

Totally changed the lighting. Now, you have a flashlight.
Press left-ALT to turn it on and off.

08/11/2016

A.I. reacts better. Quite fixed death physics (it's called ragdoll in UE4). Added some sounds when attacking, more frightening and realistic !

Take note that NPC ennemies will spawn at some points every 1.5 minute.
You won't get any rest anymore.

I fixed post process settings.

What to expect next? Well first of all I need to fix everything, and make sure what is implemented is already fine. You can expect some UI change, so that you can change A.I. settings
So I already made the "NEXT BIG UPDATE" I've been talking about months ago (check out the history by scrolling down), and now I feel like telling you "NEXT BIG UPDATE" should allow you to play ghost/zombie instead of just generic weapon user.
Enjoy :)


03/11/2016

A.I. IMPLEMENTATION CONTINUED
Fixed some random walking collisions, damages are now more realistics, and fight takes more sweat (yup, those girls aren't kidding, and will make you move !).
Plus some lighting, ragdoll physics settings, and the way A.I. reacts to player death. Period.
To be continued.
Oh and remember : Hit "F" to grab lanterns. Could help.

01/11/2016

A.I. IMPLEMENTATION HAS STARTED, BIG NEWS ISN'T IT


Yep, there's now non playable ennemies, that will simply walk around and attack. That's and addition to the multiplay.
It's totally not fully working for now, but it's quite funny to test. Will get better soon ! :)

28/10/2016

HALLOWEEN SPECIAL

STEAM AND MULTIPLAY ENABLED

You can play with anybody, online, without being stuck with LAN.

HIT SHIFT+TAB DURING THE GAME to invite persons.

Dont be affraid if you see yourself as "Spacewar". It's generic development person for steam but works with your original steam ID.
Steam is good, all hail Gabe, steam provides online support for dev. So I'm using it.
So launch the game, online, and have fun, friends will be able to join.

QUITE AN UPDATE.

But yeah all I hear is "where's the opponent, I'm not even trying to multiplay blablaaa".
ALRIGHT. Understand I'll need to make some A.I, even stupid, and other chacters, even NPCs that donc fit the implemented game logic...


Not the gameplay I have in mind yet.
Please enjoy the game already, I made multiplay easy.

21/10/2016

ALRIGHT I uploaded it all anyway. Skinning isssues are already known, I'll fix it soon.
This is getting quite big, little changes that imply lot's of work.
You don't care, me neither. That's just fine :) ! Now back to skinning

19/10/2016

Even if there's no upload of new versions at the moment, i'll let you know things are going on !
Captain Spaulding approves.

16/10/2016

Halloween on the way.
Hats and a new char model (gonna bring more soon)
Enjoy

12/10/2016

Fixed blood. Fixed some postprocess and lighting (going back on this soon).
Fixed hand positions on some weapons.
Fixed UI.
Fixed character name.

07/10/2016

Updated to unreal 4.13, working on hosting and web things atm.

05/10/2016

Fixed video settings. It was an emergency. Please send your experience and settings at marc.mazerin@hotmail.com
Should be smooth.
thanks a lot for answering.

04/10/2016

Fixed lightings (again and again), some decails issues and global explosions.
Some post process settings changed as well, and the launching background.
Next big update should include a dedicated server, and maybe an npc monster you'll have to deal with. I'm not telling what kind !
oh and maybe it'll be playable using a certain team...

if this last part come true in the next update, that's actually very big. It would mean I implemented different kind of character gameplay. Would make it way easier to implement others after that.
Regards guys !

02/10/2016

Fixed audios and impacts, and grenade launcher. And stuff I wanted to change from a long time as well, now it seems perfect to play.
Note : use the "E" touch to grab lamps (I changed it, different touch for weapons and objects)

30/09/2016

Ammo now spawning, same way as weapons. Remade lighting AGAIN ! Seems clean except what I and I only seem to notice.
No bugs, again, (MAYBE IF YOU TRY TO JUMP + CROUCH, DROP WEAPONS AND SHOOT ALL AT THE SAME TIME, BUT HEY WHY WOULD YOU DO THAT EMILE)
You're not sane, Emile.

And I've got a lot of improvment on my list THANKS A LOT SERIOUSLY TO MY BETA TEST GUYS. Seriously, i'll try to make all of your ideas and stuff very soon.
We don't share the same eyes on the game, and it helps me a lot. Lot's of kisses while all you do is bringing me hours and days of struggle.

I added a song. Hope you'll like. Just for the mood.


25/09/2016

Quite an update totaly new atmosphere/lighting... fixed impacts etc, changed weapons spawn.
I see no bugs. But I'm not satisfied with things. I'm working on it.

23/09/2016

fixed stuff, like collisions, lighting and vfx, and sounds, making it more playable

20/09/2016

Did the vfx, sounds, and stuff. Please try and give me a huge file full of issues.
I know there is many, but it should be playable, even for multi (I don't have dedicated servers for now).
Actually it's full of bugs. And I'm fixing them all at the same time you notice them.
Please let me know every issues at contact@lookcloser.fr SERIOUSLY it helps.

PS : next update will include a funnier map, with different spawn sections for players and weapons, but I need to be sure everything technically works right before. .

18/09/2016

Done with weapons, ready to deathmatch, I'm now making some VFX/particles for the weapons.
That's absolutely not the gameplay I had in mind, but it's coming. The next release will allow everyone to slaughter everybody with a big smile on his face.
that's just for waiting purpose (and it's enjoyable. Really, it is.)

I didn't upload the whole thing yet ! The download links are old, without any of these features. It will come soon (like one week. Be gentle.).

10/09/2016

Currently implementing multiplaying/weapons/deathmatch system. See you very soon.

06/09/2016

Map made bigger. File as well (It's only going to get bigger guys, but bigger the better). There's an other floor to explore now. I got some troubles with the new Unreal Engine Update R13, and had to deal with issues for a few hours, days, days. A few things !
So I Included the first person shooting thing, you can play with it. Still I managed to keep all the features.
Fixed environment collisions and physics, but keep me up to date when meeting issues.
Now with audio + shooter + expanded environment/area. Enjoy !

01/09/2016

-Fixed Qwerty/azerty keyboard typical movements. In the end you'd be able to edit keys.
-Fixed the "two times E interract before doors react"
Next big update will be about multiplayer, choosing team, grabbing/using weapons, and MAYBE the map will get bigger (but I'm probably talking about a future future update. It takes times.)

Can't make big updates during workweek guys. Wait for it.

29/08/2016

- Dust particles, fire FX, smoke FX, "Grab and drop physics objects system" using right mouse button, "Open/close door system" Using the E key. Environment not finished yet, still planning to add floors, secret doors, hatches etc. for more fun and hidding places.
I plan to make many rooms and places dark as f**k, so you'll have to grab lanterns to explore. More frightening, more realistic, and perfect for the upcoming final gameplay.