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TIGSource ForumsCommunityDevLogsSTASIS -An Isometric SciFi Adventure Game
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Author Topic: STASIS -An Isometric SciFi Adventure Game  (Read 54824 times)
Chris Bischoff
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« Reply #100 on: November 27, 2012, 05:52:57 AM »

I created a thread as suggested here:

http://forums.tigsource.com/index.php?topic=29977.0

Would love to get some feedback.
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Satori4
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« Reply #101 on: December 19, 2012, 09:23:43 PM »

Hi there!How is the game doing?
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Chris Bischoff
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« Reply #102 on: January 06, 2013, 08:05:34 AM »

Slow but steady. Wink Production slowed to a crawling pace this December, as I was overseas for most of it.
But Im back in full swing work mode from tomorrow, so expect the updates to come in fast and furiously!
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Chris Bischoff
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« Reply #103 on: January 14, 2013, 11:30:03 PM »

Happy New Year!
I hope that you guys had a fantastic break before the start of 2013.
2012 was a very difficult year for me, with quite a few personal ups and downs. Through it all tho, I had STASIS, and honestly, I think that its the beacon that kept me sane through a lot of it! I have grown so attached to this game, that Im hesitant to think of what my life will be like without it…but then again, there are always sequels…

I have been doing quite a bit of work on the cinematics that link chapters together. One thing I loved about Starcraft, and pretty much the reason I played Blizzard Games was to watch the cinematic sequences in the campaigns. Now while I don’t think that I can match the brilliance of the Starcraft ones, I will be happy if I can give players that giddy feeling that an animated sequence instills in me!
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The sequences will be short (I am after all just one guy!), but will hopefully provide a nice link between sections of the game. Something that Im also doing with them, is the areas that are shown in the sequences are going to be playable areas in the game-giving the animated parts a cool flourish, in that as a player you know yu will be able to explore those areas. This also ups the amount of detail needed in the levels, but more detail is never bad!

Here are 2 shots from a sequence I finished last night, involving an abandoned tram line. The trams ahead of you have all powered down, so you have to get out and walk along the tunnel, towards….well, you’ll just have to wait and see!





And here is the start of the level that this cinematic takes place in. Note, I only started this level last night, so its missing all of its cool stuff (flares, particles, colour correction, etc).



Hope you guys are going strong, and good luck for 2013!

-Chris
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Franklin's Ghost
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« Reply #104 on: January 15, 2013, 12:26:22 AM »

That looks brilliant. Can't wait to see it in motion.
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kleiba
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« Reply #105 on: January 15, 2013, 12:46:05 AM »

Grand, like always, Chris!  Gentleman
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Satori4
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« Reply #106 on: January 15, 2013, 01:47:00 AM »

beautifully made! Gentleman
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« Reply #107 on: January 15, 2013, 03:43:17 AM »

Just wanted to add my two cents and say how visually lush this is all looking. You have an amazing eye for design and environments. I know that the longer you work on something that harder it can be to release into the wild!

Watching the recent youTube video, when the player falls down into the sewer, are you thinking about possibly having any visual cue as to where the player is when behind an object or in dark shadows? Its a tough one as I'm sure you don't want to detract too much from the moody environments, it's just a thought  Smiley

Tracking and looking forward to seeing how it develops Coffee
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Chris Bischoff
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« Reply #108 on: January 15, 2013, 04:16:28 AM »


Watching the recent youTube video, when the player falls down into the sewer, are you thinking about possibly having any visual cue as to where the player is when behind an object or in dark shadows? Its a tough one as I'm sure you don't want to detract too much from the moody environments, it's just a thought  Smiley

I'm busy working on an updated 'cinematic ready' model for the main character. The suit design will be updated to show more detail. Things like a more interesting silhouette, and some small light sources will hopefully make it much easier to identify the character in the more detailed, and darker environments.

The in game character will also have 4 different levels of wear and tear, which is pretty cool. The differences will be subtle, with John getting dirtier, and covered in blood and grime as he moves through the game.

Thanks for the comments guys. It makes working on the game so much easier with support like this!
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Christian Knudsen
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« Reply #109 on: January 15, 2013, 04:28:40 AM »

The differences will be subtle, with John getting dirtier, and covered in blood and grime as he moves through the game.



"Come out to space, we'll get together, have a few laughs..."
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Laserbrain Studios
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Chris Bischoff
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« Reply #110 on: January 15, 2013, 04:34:09 AM »

Excellent!
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Chris Bischoff
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« Reply #111 on: January 18, 2013, 03:41:45 AM »

Last year I moved houses, and have been wanting to redo my new office for a while. I decided that I needed some really cool images framed and on the wall...things I could look at and be inspired by! But it had to be related to STASIS. This room is, after all, where STASIS is being born...

Each image took roughly a day to produce (over nights after work), and feature assets that are built for the game. I think this also gives a good idea about how detailed the assets are! You are also getting your first real look at John Maracheck, and the Plug Suit.

Originally, I was going to have writing on them, but honestly, I think that the images speak for themselves.

When they are printed, and block mounted, I will take some photos of the office for you guys to see where the magic happens. Until then, I hope that you enjoy these images as much as I enjoyed creating them!





-Chris
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kleiba
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« Reply #112 on: January 20, 2013, 04:39:23 PM »

You should start selling merchandise items ;-)
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« Reply #113 on: January 20, 2013, 05:52:14 PM »

argh how was i not subscribed to this?
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PythonBlue
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« Reply #114 on: January 21, 2013, 01:20:51 AM »

Very impressive! Smiley I like the idea of solving puzzles over shooting everything that moves.
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« Reply #115 on: January 21, 2013, 09:22:33 AM »

Crazy
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Chris Bischoff
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« Reply #116 on: January 22, 2013, 03:12:44 AM »

Thanks guys. More to come soon!

You should start selling merchandise items ;-)

Im obsessed with game figurines! Id love to have some sort of sculpture based on the crouching over pose in the posters above. Who knows? With cheap(ish) 3D printing it may be a possibility! :D

I wrote a blog post on some random game design ideas over here:

http://www.stasisgame.com/random-game-ideas/

They may be of interest to some. Wink

----------------------

I recently had a discussion about game design on the Quarter To Three forums:
http://www.quartertothree.com/game-talk/showthread.php?t=69172
The discussion turned into something quite interesting (although almost reads like I’m talking to myself).

Grifman
When you are finished with this, use the engine to make an isometric RPG
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Me
I’ve been thinking about how to design an RPG, but I think that the mechanics involved are just immense. Good RPGs are SO specialized…there is a reason that even the big AAA companies sometimes mess them up!
Still, it’s something that I have played around with…
What I would imagine the best way to do it, would be to have a hybrid RPG/Adventure Game. So an AG with a linear story (easier to control from a design point of view), but with a mostly freeform element of exploration.
I built a prototype a while ago called 1000 Years Later, which had the basic elements of the exploration and map in place.
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Nightgaunt
The Worlds of Ultima games (Savage Empire and Martian Dreams) are good examples of Adventure Games with RPG trappings. Basically an open overworld map and a smattering of wildlife around with which to have RPG combat.

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Me
Ill do a bit more research on how those games worked. I was thinking something more akin to how the Blade Runner AG worked, with a large persistent world that moves forward with or without the characters action. The difference being that the characters actions (or inactions) change the direction of the game.
An example I was playing with (actually in the 1KL Prototype) was the idea of a serial killer who is moving from town to town. The player is a bounty hunter who tracks him down.
The kills would take place with the killer staying in a town for a certain amount of time, killing, and then moving on. The player would need to work out which town he would hit next, and try to head him off, while also trying to figure out who he was.
I liked the idea of the game ending because the killer gets away because of the players inaction, or the player making one of those ‘is it town A or B?’ choices, and either just missing him, or getting there in the nick of time to stop something going down.
There would of course be other story elements flowing through the game that would influence which town would be next. For instance, a train was built, but a gang robs it, stopping the killer from getting to one of the larger stops. As a result, a murder happens on a small homestead. The player interference would come in you thwarting the robbery attempt by capturing and receiving the bounty on one of the robbers.
A game like that would be incredibly challenging to plan, but immensely fun!
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instant0
That serial killer part kinda reminds me of how Fahrenheit was,. if I remember correctly you played in “real time” and had to reach your objectives within a time period before you missed your window…
http://en.wikipedia.org/wiki/Fahrenh…005_video_game)
A game where the ‘world’ continued to struggle on without the player, but where the player could affect the future would be a lot of fun. It would require a lot of simulation but I think it would be worth it — at least as a player, but perhaps not monetary in terms of how much effort it would take

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Charlatan
There are plenty of stories where the protagonist goes back in time and tries to change things but fails to change things “enough” – two I’ve read that I can think of offhand are a novel I really love called Replay, a Stephen King’s 11/22/63. Not to mention movies like Groundhog Day and The Butterfly Effect.
I think a game modeled after this idea could be completely awesome. You’d go back (forward) in time and try to change things – but your changes will often have unintended consequences and maybe you’d have to go back and try again. So it’d be like having a bunch of do-overs!
On second thought, yeah, it might not be commercially viable…. but it could definitely be awesome.

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Me
For the serial killer game, I have already mapped out how the game would work on a technical level.
Lets say we have 10 murder scenes. Each scene would be planned and played out as a separate, completely unrelated game event.
The game would then trigger each murder, with the order of the murders happening depending on the players actions.
If ALL of the murders happen, the player looses, as the serial killer escapes to a different place. The less murders that happen, the ‘higher’ the player score.
To have a game like The Butterfly Effect, the easiest way would be to attack it like a very linear Adventure Game. Sort of how Telltale has done its Back To The Future series.
If it was a more ‘freeform’ approach, it could be done by separating each element of the story into completely separate and ‘unrelated’ events. For instance, a NPC would have 3 separate ‘states’.
Nice, Mean, and Hobo. Going back to a ‘starting time’ (say 5 years earlier), your conversation would trigger which ‘state’ the NPC would be in the future.
Each NPC would have these triggers, so in the ‘future’ you could have NPC A be a hobo, and NPC B be nice, and going back and doing ‘something’ around NPC A would change his state to ‘Mean’ and NPC B to ‘Hobo’.
In this way, the future would have an ‘infinite’ amount of states (well, with 2 NPC’s, there would be 9, but with more NPC’s, and more states the amount becomes exponential).
Now the tricky part would be having the different states of some characters influencing states of others. The game would essentially become an experience of balance, to try to get each player to a certain state. But chatting to one person could change the state of another without you knowing (ie-a brother turning ‘mean’ would influence his sister. His sisters state would influence her best friend, who would influence her teacher). So you would have to find the trigger to turn the brother back to ‘nice’ to stop the other trigger of events-but the brother being nice could make the best friend ‘mean’.
The idea is that the rules you would set up would be very simple. 3 states. 3 triggers. Each state triggers a different state in someone elses 3 states. This in turns alters the ‘world’ of the present (the states of the people could not only alter their personality and look, but also what their house looks like, and their surroundings).
Or something like that.
——————————————–
I really enjoy thinking of small exercises like this. While they probably wont make their way into a coherent game design, just the act of mapping out how things would work is an extremely useful exercise for any game designer.
-Chris

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Chris Bischoff
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« Reply #117 on: April 03, 2013, 06:48:51 AM »

I did an interview with KILLER BITS about STASIS.

You can see some new footage, cinematics, and get some general game info. Wink







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Martin 2BAM
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« Reply #118 on: April 03, 2013, 07:04:17 AM »

I'm so into this game Epileptic

Excellent work
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Chris Bischoff
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« Reply #119 on: April 03, 2013, 11:31:42 PM »

Thanks man. Im moving onto the voice actors soon-which is kinda scary, but awesome!
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