STASIS

  • #70, by PykeMonday, 28. February 2011, 10:56 14 years ago
    UPDATES!

    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?

    http://www.stasisgame.com/wp-content/uploads/2011/02/MACHINE-GUN-TEST0071.jpg

    http://www.stasisgame.com/wp-content/uploads/2011/02/MACHINE-GUN-TEST0090.jpg

    http://www.stasisgame.com/wp-content/uploads/2011/02/MACHINE-GUN-TEST0112.jpg

    http://www.stasisgame.com/wp-content/uploads/2011/02/MACHINE-GUN-TEST0148.jpg

    http://www.youtube.com/watch?v=GPXwsqULVhA

    http://www.youtube.com/watch?v=ZlMWpBcnhNM

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  • #71, by NigecMonday, 28. February 2011, 13:21 14 years ago
    bloody hell remind me not to play video when you already have Queen playing really loud! I thought someone was opening fire on me!! very cool work mate, I'd never considered death in my game but I can see some advantages. Some nice ways to kill someone too, should we worry wink ? i did a game a few years ago that had lazers slice the player into bits, abit like in Resident Evil movie, even with some delay as the body fell apart

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  • #72, by PykeMonday, 28. February 2011, 13:43 14 years ago
    Ha! grin I love deaths in adventure games, especially because they tend to be specific to the situation. You dont really find many generic death sequences-and when its a proper scripted even it can be FUN! I like the idea of the 'cheese grater' style death. grin Im working on a model that has skin, meat, and bones, so I can cut out pieces of the body during the deaths and you can see the layers underneath. Can make things quite...interesting. grin

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  • #73, by NigecTuesday, 01. March 2011, 15:03 14 years ago
    I can think of a few films were slice n dice worked really well, Highlander and Underworld spring to mind and you get the WTF expression just before the head slides off I started doing a Saw type game once were the player hurt themself trying to escape, it had options to get out unharmed, but I broke the game engine and it only had the nice options, maybe I should have another go with VS, I already have the same control system figured out for my full game project

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  • #74, by PykeMonday, 11. April 2011, 13:12 14 years ago

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  • #75, by SubbSunday, 17. April 2011, 12:45 14 years ago
    Really cool stuff, Pyke. And your voice over sounds very professional to me. smile It's more a question of a good micro rather than another speaker, isn't it? (and of additional time of course. wink )

    Maybe it would make sense to increase the walking speed of the character a little bit, unless you are planning to implement double-click running. I assume in your game the player has to cover quite long distances.

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  • #76, by ingumakMonday, 18. April 2011, 07:17 14 years ago
    Ei! Y like very, very mucho!!! grin Very professional! Your work is wonderful.

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  • #77, by PykeMonday, 18. April 2011, 17:52 14 years ago
    Thanks guys! wink

    Subb, I may do some of the voices myself, but there are quite a few audio logs and holograms in the game...just pitching the same voice may come off a little 'bleh'. Im still gonna do the 'scratch track' myself, but eventually those voices will be replaced by others. Im probably going to crowdsource tho...post on my blog, or on some sites and see if there are any AG fans who wanna have their voices in a game. wink

    Im considering the double click run, but Ive never liked it when characters run around in AG's. I know its a stupid thing, but it sorta breaks the illusion when a character runs from one side of a room to another. Ive deliberately kept each room as one screen for this purpose...ie, keeping it all in one screen allows 'easy'' navigation around. Walking speed is about 20% faster in the game...the recorder im using slows it down like a mother! Any ideas what recorders I can use? Im currently using FRAPS....

    Ingumak, Thanks mate. Im a BIG fan of your stuff aswell!

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  • #78, by PykeWednesday, 20. April 2011, 17:03 14 years ago

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  • #79, by ingumakSunday, 17. July 2011, 21:27 13 years ago
    I have not passed through here (that being a parent ...) I've been watching the web ... without words. Terrific job as always. You're a crack.

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  • #80, by PykeSunday, 25. September 2011, 08:20 13 years ago
    Hey guys,

    Here is a video of the first 5 minutes...

    http://www.youtube.com/watch?v=61ILFgiYaRU

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