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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.