Until then, here is another blog post about the aesthetic design of the game, and how I've divided up the different architectural styles I'm going to be working around! As well as something about holograms....
There is a blog update explaining the entire sordid tale here:
http://www.stasisgame.com/keep-it-simple-stupid/
And for those that done feel like reading, here are the screens.
-Chris
Rapid Transport System. The Groomlakes RTS is a series of trams that link areas of the half-kilometer long space ship together. Throughout the chapters, Maracheck will be able to explore the ship in any way he wants, using the RTS. Certain areas pieces of the track will not be available immediately, either requiring security clearance, or some other way of bypassing it.
This is a Work In Progress shot of a standard boarding platform. The map on the right will show all the terminals that this specific tram can travel to. A 'YOU ARE HERE' board.
The RTS is a tram system which allows easy access to different parts of the Groomlake. The transport system is designed so that the player can have ‘freeform’ access to many different areas of the ship right from the start of the game. Now while the entire ship wont be accessable at the begining of the game you will have access to ‘mid deck’, which consistis of: . VIP Arrivals (the areas completed so far). . Mid Deck Infirmary (which will be decked out with all sorts of ‘lower use’ medical equipment. Mainly a small hospital for non serious injuries that civilians or other visitors may have when visiting The Groomlake) . Mid Deck Mess Hall (consisting of kitchens, prep areas, food, and possibly some forms of entertainment). . Mid Deck Information Centre (a museum of sorts where dignitaries can learn about The Groomlake). . And PLAZA A, PLAZA B, and PLAZA C-which have elevators and security checks to proceed to different areas of the ship. . Its important to note that the areas listed are just stations…so each station will have branches off to quite a few rooms, and may have other transport options available once in those areas. The RTS is sort of the major hub that connects things, with many minor options available to the player to get around. The tansport system platforms are essentially gateways to different pieces of the ship.
Access to the multiple areas of the ship really opens up the puzzle design. Items in the infirmary can be used to solve puzzles in the mess hall. There is a main single objective for the ‘mid level’, in this case, getting SECURITY LEVEL FOUR access to get to the control deck-but this isnt a ‘find the yellow key card’ type of game! All areas will have puzzles to solve, and areas to explore, that will not only open up the story, but also provide some awesome gamaplay opportunities. When designing the map system, I took inspiration from subway maps of the major undergound subway ststems in the world. The system needs to look realistic. Like a subway system that could actually work.
GENERAL PROGRESS.
I have fully completed all the puzzle and game integration that leads us from the INNER AIRLOCK to the RTS PLATFORM. However, on a playthrough I’ve realised that the critical path is a little to direct. There arent enough obstacles in the captains way, so Im having a relook at a few elements in the levels. One additional area I am adding in between the Arrivals Hall and the Decon/Security Room is a ‘last stand.’ An area where a few crew members tried to make a final stand against…something. Welded doors, stacked boxes, mobile sentry guns…very ALIENS. Im taking a good look at properly integrating this into the current game, as its important that this doesnt feel ‘tacked on’. Im hoping this can be done with just some dialog links in the previous scenes, but may have to add some objects here and there, to really sell the idea.
On a side note, I really want to thank you guys for checking up on this project! It really is a labor of love on my part, and knowing that there are people out there following the progress really helps me push forward!
A few people have asked me if there will be deaths in STASIS. The answer is a very definiate yes! LUCASARTS games avoideded death in their games, as they felt that it hindered the gamer from exploring the world. Sierra had a different approach….death was fun! I fondly remember saving before certain deaths just so that I could watch them again. Seeing Roger Wilco’s head explode, or face melt off in acid…why, thats just awesome!
DEATH BY…..
In a game like STASIS, where danger lurks at every corner, I think that to not have deaths in the game would be a mistake. And when you have deaths, they should be spectacular! They should be fun, gory, and make you want to re-watch them a few times. I have a long list of ways to die in the game-a list that includes being ripped apart by active sentry guns, getting freeze dried in liquid nitrogen, melted by heated metal plates, surgical dismemberment, getting crushed by faulty doors, and one of my favorites, having your spine fused together and starving to death because of a faulty injection.
APPROACHING DEATH
Now with deaths in adventure games, I think that they should be avoidable. I don’t believe in the ‘open the door into a pit of spikes’ approach to death. Just like in reality, if you are aware of your environment you should be able to avoid death. If you cant play through a game without dying, I feel that there is a problem with the design. But with deaths like this, how can you resist walking infront of that gun…you know…just to see what happens?