Posts Tagged ‘ crunch

The Fog

The ending of the game has always been foggy, both literally and figuratively.  The city is foggy, partly for atmosphere, partly for reasons other than atmosphere, and the endings I’ve always only know vaguely what I wanted to do… but now comes the time I need to work out the specifics and weave them into the last 1/3 the game as I create it.

The fog seen from inside.  Needed to make a special kind for this room which is one of the few where the perspective flips to show the door you came in from.

Don’t expect clear answers or explanations in this game – you’ll have to go searching quite deeply for them, and you may form a different but equally valid interpretation to my own (which I will try to keep secret, and not impose within the game.)

That said, I have figured out what it is I am prepared to reveal to the player, and the rough form of the endings now, which is actually a massive psychological hurdle to get past for me.

One such location, Superflat World, from my previous entry.  Can you see what’s playing?

I’m still on schedule, but very exhausted.  I’ve worked between 12 and 18 hours a day on LS for around four months now.  If it actually sells, I’ve had to promise my wife and daughter I’m never going to put them through this again!

As to what I’ve actually been making, a lot of time has gone on two crucial cutscenes in the city area, and different versions of them depending on certain factors.

Looking forward, there is one more major thread to be introduced via the final character in the game, who links certain things together in the story.

Also in the city will be a new kind of creature, (something I’ll be working on next week), as well as drawing more actual locations and adding them in.  Other than that it’s just a case of implementing all the puzzles I have planned, the set pieces, the music, the art and the scripting in the city, and then hopefully moving onto the final environment as planned at the start of December.

If I finish ahead of December I’ll try to get more sidequest stuff in with any spare time I have.  I am considering holding back certain ideas rather than do them half-heatedly, and using them in a post-release free update.  I think people would rather see it sooner, and without half-finished things in it and a bit later…

What do you think?

The Fixed-plot / Replay Dichotomy

Somehow I managed to maintain the adrenaline post-IGF-deadline, I’m sure I’ll crash horribly at some point and have to take a week off, but I’ve been expecting that… Just figured I’d ride the wave of inspiration while it’s there!  I have at least been taking some quality time with the family, and with DARK SOULS.

So while I was putting together that build, a load of new ideas started to form, particularly thinking along the lines of what the metagame was, and what I could do to tease out the replayability element.  I don’t think all games need this, and for the most part with story-led games, I think it’s actually fairly pointless (except for the awesome Silent Hill ‘UFO’ / ‘Dog’ endings.  I probably have something like that planned.)

Anyway, not so with Lone Survivor, or so I hope.  Although my work tends to be fairly tightly scripted, for once I see a game where the story is loose enough to work in a number of different ways.  The story focusses on the minutiae, the details of the daily routine, and this can vary enormously without affecting the plot.

There’s been a lot of interest from Minecraft players since the trailer was retweeted by Notch, and that’s made me look at another element of it – the survival itself.  I hadn’t even considered that really the game partly fits into this new category of indie games with survival elements, and it made me wonder if I could take this aspect even further.  To that end I’ll be introducing a few pseudo-random elements into the world over the next few weeks, as well as focussing on the earlier survival ideas I never got round to implementing, and a few new ones…

I’ve already got the stove in the apartment working, and that’s really gonna help cheer up You’s world, along with a number of other cool items which almost work in a side-quest manner.  Well, the less I reveal the better I think, but this should give you an idea of where I’m heading with it.

Where the game differs massively from Minecraft and other survival games such as Terraria or Project Zomboid is that it is mostly linear adventure, with a fixed plot.  The ending is determined by how you play, but there are fixed scenes and puzzles.  It’s the details that change, as there’s a lot of (seemingly) pointless stuff to do in the world.  Although you’ll have to believe me when I say that everything you can do has some purpose!

I’m keen that people don’t try to ‘figure out / exploit’ the system, at least on their first playthrough.  That they just explore, play naturally, and see what happens.  Those that read my blog and twitter feeds will probably have much more of an idea of what the underlying systems are, but I think for the most part people will approach it like a normal survival horror game, which I’m kinda banking on for it to have its full effect.