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Thursday, September 27, 2012

The FPS's are invading!!

Gather around people, time to tell a bedtime story!

There once was a team of game developers making a game. One of them was a storywriter. Now, imagine the storywriter being so lazy he didn't finish a story in time. That storywriter is now dead.

Luckily, that guy is not me. But pretty close call there. I've actually been trying to write the story for our "rebooted" project. (More like a hard reset.) We've also been discussing the mechanics and the specifics for the gameplay. I can't give too much away since most of it's just scribbles using borrowed pens with colors I hate. (FUCK YOU, ORANGE.)

Rest assured, I'm trying my best not to make this one of those basic "Wrargh, I'm a terrrorist, here's a bomb." (because that's how a terrorist sounds) storyline that series like CoD and Battlefield churn out every year. There'll be little characterization in the player characters (one of them will be named Vladimir, that's all you get. And he will smoke a cigar...Vladimir is cool.), I'm instead focusing on making the background rich in it's story, and let Anatoli and Rickard paint the story with the architecture and map layout. All I can say is that there will be lots of "In Soviet Russia..." and "'MERICA, FUCK YEAH." in this game. But not in the way you'd imagine.

The gameplay will have a different structure, we won't be doing traditional deathmatches. (That's for Fridays in the monkey cage-WHAT CAGE, I SAID NOTHING!) Rather than equal teams, we will have two entirely different teams, and the matches will be semi-objective based. There'll be partial sneaking, and lots of sabotage.

We got one of Anatoli's gimps to do a sketch for one of the maps. (Because he apparently had talents other than re-enacting The Human Centipede.) It looks quite nifty, and today Oscar and Anatoli will start working on how the overall map will look. We think that this is more of a doable project, as it's a little more simple in structure. The story won't have to be as upfront as the other factors, so instead we can focus on the fewer parts and make sure they become something that actually works.

And to finish this off, here's a picture of me writing the story:


Magnus out!

Thursday, September 20, 2012

Remember that you love us

This is the phase where we do something unbelievably stupid that will infuriate all our fans and cause hundreds of people to dry off their tears with one hand and reach for their phone-book to call Al-Qaeda on our asses.

I know you all wanted to see a horror game, but seeing as we only have one year to make this alpha, and because we're a bunch of massive cunts (I have reliable sources on this), we have decided to take a full detour to Retardville, where people wear pants on their heads and mix their tissues up when crying and masturbating at the same time, resulting in some interesting family reunions. But let's not talk about Anatoli's Russian traditions.

Instead of the laboratory horror we were enthusiastically aiming to make, we have decided to make something that is less psychological and more plain fun. So we thought "What's more fun and original than...MULTIPLAYER FPS!". The answer was a lot of things, but we decided to roll with it anyways, because of aforementioned cunt reasons.

It will still be in the lovable cyberpunk setting, that I can assure. But instead of sneaky-dark-shit-your-pants horror, it will be runny-shooty-bullet-cake-madness. We will still be working at the same schedule. The UDK AI programming is going as planned, but the concepts and the setting will be revised, and the scale of the alpha will be a bit smaller. We have plans to make two maps to start off with. And now we're just making the project for fun's sake, and we'll see where it goes.

We'll give additional details as we go along, but right now, I'll leave you to send us nuclear missiles in the mail.

Magnus out!

Also, Anatoli forced me to read his fapping material, which left me emotionally scarred and a hollow shell of the man I once was. So suffice to say, I'm a bit cross.

Thursday, September 6, 2012

Let the tipping jar...tip!

If any of you redditors, oldfags, newfags, ancientfags, tweeters or other forms of internet wizards have visited this site recently, you'll undoubtedly have noticed (unless you have lost all upper right vision) the Paypal button in the right corner that says "Donate". As we've stated before, we've been aiming to put this up in case any of you filthy rich, monocle-wearing mustache aficionados would like to throw money at us for the sheer amusement of watching us slave to create this magnificent interactive picto-box experience... That sentence was so filled with ridiculous posh terminology that I must feed my British side with tea and scones.

To put it simply, you give us teh monies, we make teh horror gaem. As this is early stages of production, we can't specify what will happen for you charitable people, but I think we can safely say that if the game is released you'll at least be granted a copy for supporting this collection of social outcasts once it's all done.

Other than that, we have finally created a work schedule on how things will be done over the next half year or so. I can't show you the entire thing, but here's a preview:

Week 36: Sleep
Week 37: Sleep
Week 38: Sleep
Week 39: Panic
Week 40: Cry
Week 41: Burn computers

We expect to have a alpha of the demo around January, after that we'll start sorting out bugs and other issues with the game that may occur. Until then, we'll try to keep you all updated. Seeing as our teachers now are forcing us to actually work and make logs of this, we'll be able to update this site more often.

Magnus out!

For those who don't understand sarcasm, no, that's not an actual schedule...There's actually two more weeks of crying.

Tuesday, August 21, 2012

Dorito-stained keyboards and whatnot

Well, the final day of the holiday is upon us, and the lot of us have now dug ourselves out of our caves filled with Battlefield 3 and Doritos, and are preparing to return to the House Of Tortu- I mean school! Fortunately for you lot, that means that we'll actually start working for real. Most of the work over the summer has been very individual and we've all worked in our own paces. (Meaning that Anatoli did all the work and the rest of us fled the premises.)

What has been accomplished so far is that the concepts for most the main characters have been made, and the block out for the floors that will be in the demo are finished. Which means one thing: Pre-production is over, and production will now officially begin! Cue the party cannon!




Which means lots of hard coding, swearing, flipping the tables, crying in the corner and then giving everything up. Still...Party cannon.

Magnus out.




Sunday, June 24, 2012

Freedom at last!

Well, the wonderful day is upon us now. (Or, it was ten days ago, but still.) We officially have summer break now, which means that the lot of us no longer can blame schoolwork for the extreme delays on updates here. So we're gonna need a new excuse...

But on a more serious note, things are progressing slowly. Things are a little scattered at the moment. Seeing as we have a ten week summer break, the first few weeks at least will be filled with trips to various countries and events, spending time with family and traveling the universe and such.

But things are progressing, just so you don't think we're just faffing about. (Which we aren't!) Our programmers Oscar and Johan are still studying in preparation of the peril that awaits them when AI and such will be made. Anatoli and Rickard have assumed direct control of the level design, that way it's more organized, seeing as the first couple of times ended up with all of us sitting in a room shouting at each other whilst pointing at doodles I made on a whiteboard.

 While I myself haven't seen the full level design yet, we do have maps of the first levels and a preview of the first room. I'd love to show you, but for the time being it's confidential. When asked for a reason for this secrecy, this was Anatoli's response.

So unfortunately you'll have to wait patiently. But we promise that when things calm down a bit we'll all get back to work and make some results.

Oh, and to the dismay of the story lovers, third chapter is still not written. Since the important part is making a demo for the school course, the story is going on the backburner for now!

That's pretty much it for this time, next update will hopefully not be too far away.

Magnus out!

Monday, May 21, 2012

http://i.imgur.com/IA9aq.jpg
Hello!

Oscar and Anatoli here!
Anatoli has been working his ass of and he has completed some concept art.
As you guys saw in the last post, he has been away for some time but has still been working. Best way to kill time during illness, don't you think?
Hopefully you guys enjoy this one, please give some feedback, any improvements or any visual improvements.
Click the image to see the entire picture, otherwise, here's a link to the image.

Friday, May 18, 2012

Lack of updates

I know some people have been eager for our next update and have been hoping that it would have come by now. Unfortunately, we've run into quite a few roadblocks the past few weeks. At first, it was just a matter of finding time in between schoolwork and other obligations, which turned out to be a quite difficult task, seeing as we've been needing to assemble the group for a while now. We've tried to get the group together so we could get started on level design, but due to exams, essays, reports, and the eventual long days here and there, we haven't been able to get together and do it.

We thought we were gonna get started last week, but unfortunately, disease struck the group. It became more and more difficult when Anatoli got hit very hard with it, seeing as he's one of the key members for the level designing, along with me and Rickard. We don't know when he'll be back to full health, but hopefully soon. Right now he has a nasty infection and hasn't been able to work that much for the last week. Hopefully he'll be back soon.

On the positive side though, whilst at home with his virus, he showed me a little design he managed to make for the monster in our game. Nothing major, but it looks amazing. It really looks like what I had imagined it would, and I hope we can get working on it eventually.

Johan and Oscar have been starting to study C#, and it seems to be going well, the syntax isn't too hard to wrap your head around as it follows similar patterns to Javascript which we've all studied, so hopefully we will get going with the coding in time.

As for the story, I've not yet written anything for the next chapter, I think I'm gonna keep it on hold until things become less stressful. (Which, unfortunately for those of you who want more, could take a while.)

That's pretty much it for this time, we just thought we would tell you why we've been lacking so much in updates, and we hope that you'll understand our hardships right now. We promise to get this going in due time.

//Magnus

(P.S If you're wondering why I'm the one writing all the updates so far, it's because the rest figured that I am better at writing these things, therefore I should deliver the messages.)

Sunday, April 29, 2012

Chapter 2 ahoy!

Hello once again, Ayin readers! Just here to give you the second chapter of the Sierra storyline!

Okay, so a little important things to know before you read the chapter. By the idea of a reader who commented the previous chapter, and the support of this idea by Anatoli, a major thing in the first chapter has been changed, which I will edit into that chapter sometime soon. The scientist that Sierra meets is not alive. Instead the lunatic scientist has been replaced by an audio log. We felt that it would give a better sense of dread and loneliness into the story, which is what we're aiming for. So just so you don't read the second chapter with utter confusion, this is a change we made that is now canon for the entire story. There have been a few tweaks here and there, but as I've said before, nothing I publish here is a final draft, so anything in this chapter that contradicts are probably ideas that will be rewritten to work in the future. The general rule  for this is that the latest chapter published is always canon until the next one is published, then any changes there are canon.

Okay, to the second chapter at hand. My personal opinion of this is a little less excited than the first chapter. It was harder to write than the first, particularly the ending and finding clever ways to make the experience more scary. This is my first ever horror story, so making the scary scenes genuinely scary was a challenge to me. But hopefully I managed to pull it off at least a little. It's for you to decide.

Sadly, the third chapter is a bit on hold for a while. Now that I've written the story for the first level of the game, the level design is gonna start. Don't worry, I will continue to write the story, just not in the same speed as before. I have some plans for where the story will go, I even have an idea I'm throwing around for the third chapter that I will experiment with, so hopefully it will see the light of day. Just don't hold your breath. (I hear that's not healthy.)

I'm also hugely surprised that the first chapter got so great reception. So great that I made a meme in it's honor! I'm ever so thankful!

Success Kid - published first draft readers liked it

As always, we're still in the early pre-production stage, lots of learning and idea flinging for the months ahead. We'll update more when we have something that we can show you all, so until then, you'll have to live with my amateur writing.

Also, we have a new member of the group who should be acknowledged. We recruited Oscar's friend and fellow band member Pontus who is gonna write the music for our game! He's given us a little preview of what he can do for us, and so far we're very pleased with what he's shown.

Anyways, link to the chapter here! Hope you enjoy it!



Magnus out!

Sunday, April 8, 2012

First chapter done!

The first draft of the first chapter is done. Link can be found below. I managed to write up to a little over five pages. The writing is a bit compressed, but the general thread of events is there, so we have a somewhat clear picture of what we're aiming for. This is in no way the final writing for the first level we're doing, this is just my primary idea of the setting and the story, so anything written in the document can be changed later on, depending on reception from the rest of the group and readers of this blog. You're all very welcome to comment, any criticism and tips on how to improve is greatly appreciated!

My main quarrel with the story is how to characterize Sierra. Making the writing act her personality out or giving her hours of painful monologue seems a bit boring, so I'm trying to think of ways to put her character into the mere actions of the game. Hopefully I'll spawn some new ideas for the next chapter! But for now, enjoy my attempt at professional writing!

Link to chapter!

Magnus out!

Thursday, April 5, 2012

First day!

Hi!

Welcome to Ayin Productions blog.
We consist of 5 people, Anatoli Khapougine (3-D design), Rickard Lindqvist (3-D design), Magnus Palmstierna (Story-writer and project-manager), Oscar Wennergren (Programming and logic behind blog, e-mail and updates) and Johan Sjöstrand (Programming).

This is the first day of our project, we've decided the set-up and the entire plan until week 52.
We will start off creating and designing our game starting week 24, just after we have finished school.
You guys will be able to see our personal thoughts and contributions to this in our private tabs, marked with our names. We hope to get everything up and ready to go in a couple of weeks, since we've got a lot to work with, learning C# and how to use UDK.

We will get a Paypal if you want to donate and help us to get going on this.

/ Ayin Productions

This pictures inspired this project. All credits goes to the artist.