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.)
Thanks for the update! Just a question though about the actual gameplay: Is this going to be like amnesia, with a sort of hide and run mechanic (with puzzle-solving as well), or are there going to be moments when you actually get to fire guns? Furthermore, what is going to be the big "thing" about the game? What game mechanic is going to be unique? Or are you not going to have a special mechanic, and just make a proper, decent horror game?
ReplyDeleteThe gameplay will be similar to Amnesia in the fashion that you have no weaponry, and hiding is the wise option in most situations. Since we're trying to sell the idea to the player that he/she's virtually helpless, we add as little means of self-defence or reassurance as possible without killing the player's curiousity.
DeletePuzzle solving will probably appear at some point, but we haven't started discussing it yet.
We have a unique thing that we're adding to the gameplay, a certain catch, if you will. I won't let you in on the details, but it's a mechanic we're gonna implement that will add more pressure to the player.
Thanks for the comment!
//Magnus
Hope your friend gets better soon, the game seems like it's going to be awesome!
ReplyDeleteBy the way, I was wondering if Sierra is going to come across any traps and barricades made by other scientists (now presumably dead)? I think it would be kinda neat to just be walking through a corridor, and coming across, say, an untriggered trap that sprays cry-fluid at you, or maybe releases a swarm of bees. Or maybe even finding what could be a "safehouse" that you return to later, only to find it completely ruined by the monster searching for you :D
Thanks for the concern!
ReplyDeleteWe'll see what we add, it'll be added if it makes sense in the plot. Ruining safehouses though is the most fun way you can tease the player, and I've had some thoughts about it before. It'll all be looked into.
Thanks for the comment!