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Stipan
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« on: February 10, 2019, 03:26:21 AM »

Hello, guys!

My game, “ex vivo”, launched a crowdfunding campaign on Indiegogo.

Essentially, a game is a guide on the basics of survival on a terramorphic planet.

This is a survival game. The player finds himself on a terramorphic planet, in a frightening, unfriendly, dark, foggy, ghastly world. And most importantly, if the hero meets the night outside the shelter, he will be attacked by creepy night creatures that will kill him in the dead of night.
 
The player will have to craft objects for survival according to primitive technologies - from improvised means without using any tools, even a simple knife or matches, literally from shit and sticks. Everything in this world wants to kill the hero and only inner voice will help him save himself. It tells the hero to think about the ways to survive here and now, which means ensuring a shelter, fire, water, food and also tools, clothes and meds.
Full game concept can be found here: https://www.reddit.com/r/ex_vivo/comments/aexk7f/concept_progress_of_gaming_experience/
Support us, without financial assistance from the community, the game will not turn out to be truly atmospheric, deeply developed and visually attractive.

Indigogo: https://www.indiegogo.com/projects/ex-vivo/x/9296551#/

other links:
Reddit: https://www.reddit.com/r/ex_vivo
Facebook: https://www.facebook.com/ex.vivo.survival/
Twitter: https://twitter.com/exvivo_survival
Instagram: https://www.instagram.com/ex.vivo.survival/
Vk (ru): https://vk.com/ex_vivo_survival
Telegram (ru): https://t.me/ex_vivo_survival



« Last Edit: February 12, 2019, 12:26:43 PM by Stipan » Logged
Stipan
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« Reply #1 on: February 11, 2019, 11:33:39 AM »

How wirosteg was drawn.

It is a video from the artist who draw one of concepts.



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Stipan
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« Reply #2 on: February 12, 2019, 12:26:23 PM »


Another speedpaint for location art style





Later days I will post the concept of the game, stay tuned.
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Stipan
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« Reply #3 on: February 13, 2019, 05:38:17 AM »

So, time to tell about game concept. Please read, say what do you think, have the idea chance to be interesting for someone exept me or all of that is secondary?

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Guide on the basics of survival on the terramorphic planet.

One of the three characters wakes up on the terramorphic planet where everything looks the same as it is on the Earth, yet everything is different. All plants and creatures look as if they've been restored by someone who used incomplete DNA data of the Earth flora and fauna, perhaps partially from inorganic materials. And this someone didn't really understand how our life works, but the world of this planet nevertheless survived and keeps evolving.

The chosen character wakes up near a half-ruined section of a starship. He doesn't remember how he got here, what his relation to this starship is or even who he is. Around him is frightening, unfriendly, dark, foggy, ghastly world, and the character has neither weapons nor tools, he doesn't even have a simple knife or matches. What is this place? Where is the character's home? What happened? Who was the character before he regained consciousness? His inner voice tells him to postpone all these questions and think about the ways to survive here and now, which means ensuring a shelter, fire, water, food and also tools, clothes and meds.

Omniscient inner voice will draw attention to the characteristics of the character's body that need to be paid attention to in order to survive. Generally it is the level of thirst and hunger that need to be watched, but it is also necessary to watch the levels of blood flow, thermal control, intoxication and mental state. Otherwise the character can die, respectively, of dehydration, exhaustion, blood loss as a result of fractures and bleedings, hypothermia or overheating as a result of heatstroke, food poisoning or poison from stings. And the mental state should be monitored so that the character doesn't panic. During panic the inner voice turns from a sidekick into a saboteur: it spouts nonsense, gives contradictory advice and makes it difficult to concentrate.

Initially characters vary in their abilities to survive. The first character is both fast and healthy, daytime monsters and hidden monsters don't pay attention to him. It's much easier for him to survive. It's a rookie character. Two other characters have it harder. Daytime monsters can sense and attack both of them; these characters need to check some landscapes to know where the hidden monsters are hiding. One of them is quicker than the rookie, but he is also weaker than him health-wise, but it is easier for him to build infrastructure and new camps. It's a trailblazer character. Another one, on the contrary, is healthier than the rookie, but slower, though it is easier for him to hunt and protect himself from monsters. It's a breadwinner character.

While there is no panic, forgotten experience represented by the inner voice helps the character craft tools from shit and sticks or any improvised material that's laying around and also from things that can be found in the places of the starship crashes (seems like they have accidents here way too often!). The character will have to start with the most basic things: how to make ropes from straw, light a fire using sticks, make knives from stones, how to weave burlap in order to make shelter - everything that survivors learn and teach others.

Besides, time is precious! If the character ends up without a shelter during the night, he will be attacked by terrible night creatures that will kill him in the dead of night. The only way to survive is to save yourself in the closed section of the starship or any other fortified dwelling.

Having survived the night, the character hears his wise inner voice whispering to him that he won't get rescued in the foreseeable future and he will have to survive on his own for a while, so it is necessary to think of a more or less constant source of food and drink. The inner voice tells the character, “Go explore”. Exploration, of course, will show that the surrounding area consists of different landscapes: it will be easier to walk on some of them, harder on others, and some places should be bypassed at all. Experienced inner voice will remind the character that the route should be planned so that it is possible to return to the shelter in time - otherwise, he'll die.

Obviously, the exploration will show the sources of food that are located nearby: bushes with berries, fruitful trees or even edible roots. As a last resort, the character will have to eat maggots.

Only the problem is that each source of food and water should be tested to ensure it's fit for consumption so that the character doesn't get poisoned and die. It can be done with the help of analyzer from the starship or by watching creatures. And to make sure the character doesn't mix sources that are suitable for eating or drinking they should be marked with plates with inscriptions, the character can do that by sticking these plates near the sources. And then the character navigates the surrounding area with the help of these plates. Unless, of course, at night sometimes these plates can get stolen by different creatures.

Plus on some landscapes the character should check where he's going, throwing a stone with a rope to the spot where he plans to move next. Because the swamp or the desert are crawling with creatures that burrow into the soil and attack when someone passes nearby. The inner voice will advise to mark checked safe routes with plates-scarecrows (audible weather vanes - pinwheels).

Having satisfied his hunger and thirst, the character should think about comfort - at least cover the section where he lives with fabric or even build a dugout, otherwise there is a risk to get hypothermia at night.

And there is no way to live without fire. It's a good thing it can be obtained differently, even using the most primitive ways. Of course, some ways are easier, some are more difficult. But the character needs fire for various things he can craft.

During cold nights the inner voice will hint in a fatherly way that the character can craft warm clothes (to protect himself from hypothermia), a hat (since there is a risk during the day to get heatstroke) and shoes (in order to reduce the risk of fractures and dislocations, plus it's easier to walk in footwear more quickly).

Over time the inner voice will rebelliously whisper that the character doesn’t have to constantly run from every single creature and that not all creatures are equally savage. The character can even hunt some of them, placing traps and even attacking the creatures with crafted spears in an ambush. But the character has to remember to check the meat so that he doesn't get poisoned.

And in order for the character to travel long distances the inner voice will advise to set up infrastructure, paving tracks along the necessary routes.

And when it seems that the character has coped with panic, tamed his animal fear and started getting settled, it becomes clear that tools and things are getting old, and the probability that they will break grows with time or use, so the character will have to create new things. And during the nights the camp is constantly attacked by terrible creatures, and it should be repaired as well if the character wants to survive.

Of course, the character can protect the camp - build a picket fence, place signal rockets or do something else. And just sit in the camp - that is if he uses the resources that are located nearby wisely.

On the other hand, the character can make long trips and just carry resources from miles away. Or search for rare resources and materials. Or even build transit camps if the trip takes several days.

However, the character can't take a lot of things with him on a trip - each item weighs something. Crafted backpack will solve this problem only partially. So the excesses should be left in the camp. But he can't leave things lying around the camp - they can get stolen during the night! The character has to craft boxes to store his things. Besides, his food vanishes, and it should be treated with heat to make it last longer and weigh less.

On top of that, if the character goes further and further away from the camp, then, besides terrible creatures, he will encounter other dangers: there is a risk to get an injury or a wound, he can burn, get too cold or in general go nuts, giving in to panic (though he can go mad in the camp, too). It's not that difficult to get an injury or a bleed - there is a slight chance each step can lead to it, though the inner voice will note that the risk depends on the type of the landscape. The risk can be reduced by paving tracks or making shoes. The injury limits the character's movements; in certain cases it can even immobilize him. And movement in this world is life. It's good that the inner voice will tell how to make a splint, create antidote or stop the bleeding. Too bad that the character can make a mistake and forget to take some ingredients that are needed for treatment with him on that trip.

And if panic creeps up, the character should get it together, get something to eat and drink, heal his injuries and just start crafting something simple.

By this time the character will have gone a long way from a lost little boy who's shaking with fear in a body of an adult who has been thrown away from his home into the alien world and turned into a skilled survivor who has rearranged this world for himself, is self-assured and ready to get answers about what happened to him and to this world.

However, it is quite strange that the character often encounters graves of people that look like him. If he digs up these graves, he can find some belongings, but the things he finds create vague memories that almost seem to come from past lives.

Also there are these strange artifacts that obviously have extraterrestrial origin.

In theory, the character can live here if it weren't for these terrible unpredictable creatures that instill uncertainty and fear. And if it weren't for this overwhelming loneliness.
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Stipan
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« Reply #4 on: February 14, 2019, 09:35:26 AM »

It's time to tell about creatures in the game.

There are five groups of creatures:

Ghers - creatures whose presence can be felt, but they are almost always out of frame; their presence is felt in their traces, in the remote sounds; they are the main source of the “bone-chilling terror”; cold-blooded, born murderers, ruthless, almost indestructible; the character can either banish them or escape; they are almost impossible to tame.



Ied - small animals whose size varies from that of a mouse to a rabbit, can be dangerous if cornered. Otherwise, they calmly try to avoid other types of creatures.



Awapaner - aggressive animals of the average size. It is better to avoid them if the character doesn't have weapons with him. And hunting them is best done from the cover of a shelter.



Nek - creatures that can artfully hide and become invisible to one's eye. They can burrow into the ground and attack the character when he passes nearby.


Belegwer - large animal, not aggressive yet ruthless. They are impossible to kill; the character can only find the carcass of one of them that was killed by some other creature.
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Stipan
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« Reply #5 on: February 16, 2019, 10:11:54 AM »

Well, it's time to tell about each creature! I start from the most creepy: from gherses.



Oyawyomak

Mantis-scorpion with 4 legs for walking and 2 pedipalps that have mutated into some sort of mattock that it uses to kill the victim or loosen the soil to lay eggs. Big black glossy eyes; the muzzle is cloven. Tail of a kangaroo that it leans on when it needs to scratch its belly with hind legs or get maggots from a leather bag. The size of a dog.
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Stipan
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« Reply #6 on: February 18, 2019, 09:25:59 AM »

 
A very mysterious creature, one of my favorites.

Sneudh

Skeletal eight-legged arachnoid that creates mist around itself. Enlarged head of a spider with eight black eyes of different sizes. Is able to imitate sounds: baby cry, dog howl, knife carving. Limbs are covered in a number of metal rake-like thorns. Frame ends with three long (two-three times longer than the frame) ropes-hoses. 
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Stipan
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« Reply #7 on: February 21, 2019, 12:38:34 AM »

When I was looking for an artistic style, I ordered several artists to paint any creature I described. And the majority chose this particular monster.



Wirosteg



Bipedal skeleton-like anthropomorphous creatures, but similar to greyhounds. Head resembles a beak of a toucan or a puffin. No eyes. The creature is covered in plastic skin, with teeth and everything. Blue, glaucous color. Wears a human carcass like a fur coat or like Huns wore animal skins. Or the body is covered in a fur coat with large long black glossy plates in the shape of feathers that dangle like a fur coat. A bone appendage the size of an elbow that grows from the wrist along the forearm to the elbow but that isn't connected to it (has only one anchorage point by the wrist). One side of the appendage is jagged. Moves partially on 4 legs for speed. Rests in a squatting position. Walks on two legs.
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Stipan
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« Reply #8 on: February 22, 2019, 10:05:43 AM »

Now move on to more edible creatures.

Meikwon 

Blind (small slanting eyes), hairless rats on short paws that resemble those of a dachshund, with two prominent teeth - cutting torches. Enlarged heads that are similar to those of bull terriers, but the head continues in an elongated hump along the backbone to the middle of the back. Hydrocephaly. Whitish color with a gleam of a plastic pipe; creature's skin is a translucent coating. Flared ribs in the form of broken parallel lines. Prominent vertebrae in the form of ticks like the sergeant chevrons that end in a tail.
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Stipan
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« Reply #9 on: February 24, 2019, 08:27:25 AM »

Vyrmi
Another edible creature that can satisfy hunger. Unless, of course, the hero survives until that time.



Vyrmi



Huge white maggot with a black head. The size of a large rabbit. Centipede. With a mobile neck. Can rise on hind legs. Body looks like it is tightened with plastic rings. Legs are small, come from the rings, also plastic. Legs are similar to those of a spider, except its foot is the foot of a mammal. Only 6-8 sectors of the body.

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Stipan
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« Reply #10 on: February 28, 2019, 12:02:15 PM »

Well, guys, the last creature from the group of Ieds.


Dughu


Piranha-jerboa. Lower jaw can move forward, its upper edge is jagged like a gear. Skin is dark translucent plastic. Head is like the head of a piranha. Along the back and down to the tail run small carbonic fins that create the silhouette similar to a chainsaw or a gear. Tail ends with an enlarged fin. Body is the same as the body of a jerboa.
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Stipan
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« Reply #11 on: March 04, 2019, 09:28:03 AM »

I understand that you expect more pictures from me, but I'm still working on the demo.

Unfortunately, I decided not to use the art that I drew and use ready assets from the store of assets.

Therefore, thank you for being with me, but for now I will continue to talk about creatures.

Today is the Belegwer group starts.


Staurbel


Big, the size of an elephant, excessively muscular bull, smoky white. With horns that disappear when canines move forward. Horns with jagged surface, like cogs of a gear. Gills on the sides of the neck. There are holes instead of ears. Lizard feet instead of hoofs.
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Stipan
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« Reply #12 on: March 09, 2019, 09:12:50 AM »

Another big guy.

Bherbel

Gorilla-like monster. Head is that of a bear, without fur, with reduced ears and a humanoid (wide like that of tropical Africans) nose. Big bone bump on the head. Body is covered in large long black glossy plates in the shape of feathers that dangle like a fur coat. Body and limbs are those of a gorilla or a Gigantopithecus. Hind limbs are reduced, front limbs are enlarged (in length and width).
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Stipan
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« Reply #13 on: March 14, 2019, 09:53:45 AM »


Terobel



Elephant with a wide muzzle. Head is similar to the head of a cachalot. Has a small face of a primate with small eyes, nose and mouth on a disproportionately huge face most of which is taken up by the forehead. No neck. Instead of the neck there is a garmon, garmon bellows. Sticking out ribs-hoses. Stomach is similar to the stomach of a greyhound.
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Stipan
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« Reply #14 on: March 20, 2019, 09:18:40 AM »

Time for aggressive predators!

Kwonagsa

Dog-hammerhead shark. Head is similar to the head of a hammerhead shark. Eyes are located on the sides of the head. Nose slightly stands out in the center. Additionally, canines grow from the mouth; they are like sharp scythes and are separated like the creature's eyes. Body is that of a greyhound.
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Stipan
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« Reply #15 on: March 25, 2019, 10:38:43 AM »

Graceful predator!

Dlughokaput

Fox with Namibian head. Body of a fox. Without fur, translucent skin. Back of the head is severely enlarged, prolonged and ends with something that resembles the bottom of a champagne bottle. In general the head is similar to the head of a Nefertiti sculpture. Tail is similar to a whip lash.
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Stipan
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« Reply #16 on: March 30, 2019, 10:17:01 AM »

 
Another creature with a complex name!


Dherghenleuk


Cheetah-scorpion. A cheetah, without fur, with translucent skin, with diamond-shaped spots-lumps. Tail is long, darkened, like that of arthropods, ends with a spike. Muzzle is crowned with retractable jaws; teeth are like two circular saws. Two smaller eyes are located between the main eyes.
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LunaticDancer
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« Reply #17 on: March 31, 2019, 07:40:56 AM »

I admire the massive ammount of world building done here, hoping the game will be as good Smiley
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Stipan
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« Reply #18 on: April 11, 2019, 11:34:38 AM »

 
And finally, the last creature!


 Qolonek


 Similar to a centipede, arthropleura, with 8-12 sections creature that tightens into a wheel during attack, and the victim ends up in the center of it. All sections, except the head and the tail, are identical. Looking from above, each section is projected into a stretched widthwise hexagon.


And something else. Next week I will delight you with something special!
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Beastboy
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« Reply #19 on: April 12, 2019, 12:18:55 PM »

Nice but a bit to much concept and to litle execution for an indiegogo
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