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Pyke
11-03-2010, 07:14 AM
::STASIS::

A place where anything is possible, where scientists have free reign to perform experiments without that pesky moral compass. Without the need to worry about approval, lobbiests, or religious movmements explaining 'why' something shouldnt be done. This was the purpose of the research station Groomlake.
A hub of the greatest scientific minds of the known world. Human cloning, genetic engineering, bio-weapon research, super soldier programs, all with 100% backings from corporations and even some world governments. Nothing was beyond the relms of human possiblity on the Groomlake.

And then it vanished.

On an unused subspace frequency, Captain Maracheck, of The Hawking listens to space noise. Chatter. background interfearance from stars, occasioannly a radio transmission that gets caught up in the static. He is free floating in the Kuiper Belt, 'fishing' for satelites, debri from mining craft, anything worth something.
Marachecks ship, The Hawking, is a small craft, with most of that being engine compartments, fuel, oxygen gardens, and storage space. The living compartment is the size of a caravan, with a small cockpit control deck.
The cargo bay ,the largest area, has a basket ball hoop, and a miniature golf course drawn on the ground in paint-now faded from quite a few years of dragging cargo over it, or just playing. Through the cargo hold is a decon chamber, which leads to the airlock.

Through the chatter, he hears a clicking...a regular pattern. Resetting the reciever to hone in on the signal, he pilots his ship towards it...
Drifting past a huge collection of space dust, he sees a collosal ship. The engines are dead, and the ship is heavily damaged from bombardment by small, and some not so small objects in space. But it is definitely salvagable. Definitely worth quite a bit of money. Definately a good day for Maracheck!

The Hawking pulls up closer to the dead ship. The docking port seems undamaged, but obviously offline. The ship pilots itself along side the docking arms, and fires teathers across. The airlock opens, and Maracheck, in full salvage gear, floats across to the ship. It is almost completely black, except for the running lights from the Dortmunder, and the teather lights flickering on the unknown craft...

Using a cutting torch, he removes the protective panel covering the docking terminal, and attaches a control nodule to the craft. He tells The Hawking to interface with the computer, and opens the airlock...

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

The story of Stasis has been in my mind for a very long time. Initially it started out as an outlet for bored weekends...a 'universe' to create artwork for, in between jobs. Then I thought about taking it further. Creating a game, or at least, some game environments and mockups of what it *could* be like.
Being a MASSIVE adventure game fan, this seemed like the perfect genre for an exploration story, so I began to design the game on paper, and started creating artwork for the various puzzles, characters, and of course, the environments.

I will be focusing initially on the scenes inside The Hawking, with a few mini-puzzles to get myself familiar with the engine (which is fantastic by the way!)

Looking forward to hearing from you guys!

http://i52.tinypic.com/28qzous.jpg

http://i53.tinypic.com/166gn80.jpg

http://i53.tinypic.com/2133c5g.jpg

http://i54.tinypic.com/15860kg.jpg

Ive posted this in the 3D WIP SECTION, but as this is technically also game art, I would love to get some feedback here as well. :D

heavyness
11-07-2010, 04:13 AM
Very nice. What platform are you looking at? I like all the detail and it reminds me of the old SNES game Shadowrun. Does seem a bit dark, but very cool.

CGIvan
11-07-2010, 05:44 PM
What Fallout 3 should have looked like:drool:

RoundRobbin
11-07-2010, 09:57 PM
title:"
http://www.imdb.com/title/tt1727589/

Pyke
11-08-2010, 06:00 AM
heavyness, Im using visionaire studio (http://www.visionaire-studio.net/cms/welcome-2.html) for the engine. Its really an amazing little piece of software-very 'non-programmer-friendly', and VERY artist friendly! :D

I agree that it is a little dark, and its quite difficult to get that 'dark and foreboding' feel, without delving into 'what the f**k am I looking at???' :D

CGIvan, couldnt agree with ya more! Infact, one of the main reasons Im doing this project is because I just LOVE 2D isometric games...and Im very saddened to see them fading away. Im even a little sad that DIABLO is going the 3D route. It makes sense...but still. :sad:
Fallout has been a MASSIVE inspiration for me, and you can definitely expect a ton of little 'Fallouty' things in the game! Even the radio has 50's jingles on it. ;)

Durty, with an awesome word like STASIS I'm sure there are many sci-fi projects named around it! I don't think that there will be many issues with a short film having the same name as a little indy game. :D Ill keep that in mind tho. :D

Pyke
11-08-2010, 07:11 AM
UPDATE! I got the inventory up and running. Instead of having a 'backpack' or something, Maracheck uses something called a HSD...a Hyper Storage Device. This device can demolecularize any item (assuming it has a certain mass), store it, and remolecularize it whenever it is needed. Some nerdy sci-fi'ness for what is essentially a backpack.

Game-wise its a normal inventory, but it has a really cool 'opening' animation, where it opens up and the inventory is holographically displayed. Havent added in the items yet, but the inventory 'opening' and 'closing' works perfectly.

http://i54.tinypic.com/2z5992s.jpg

http://i52.tinypic.com/11m9h5d.jpg

mindrot
11-08-2010, 05:09 PM
This is looking lovely Pyke. So you're working on this all by your lonesome? Quite impressive. How long have you been working on this for? Sorry if this has already been answered.

I'm loving the atmosphere you've created (I had a look at that clip on the Visionaire Studio website).

~M~

Pyke
11-09-2010, 06:37 AM
This is looking lovely Pyke. So you're working on this all by your lonesome? Quite impressive. How long have you been working on this for? Sorry if this has already been answered.

I'm loving the atmosphere you've created (I had a look at that clip on the Visionaire Studio website).

~M~

Hey Mindrot! Ive had your zombie girl in my 'inspiration folder' for ages. Thats why I love CGTalk-I get to actually communicate with the artists that inspire me daily!

Yeah-I'm tackling it all on my own. Its not that bad tho...in ways its much easier to do it on my own than to work with others. I have deadlines and stuff on a daily basis...if I was working with other people I would have to have deadlines with this as well-or its unfair of me to 'waste' other peoples time.
Some people in the adventure gaming community have offered to help with the voice acting, and Im going to need help when it comes to the soundtrack-but all of those will only come MUCH later on-and if I get to that point I should be far enough into production to know that this isnt going to sit on my backup drive for a while. :D

I've only been working properly on this for around 3 weeks now-but I've had the assets and design doc in one form or another for quite a while. The main ideas stemmed from a little project I was working on after watching EVENT HORIZON. I wanted to make a few environment animations/stills of a ghost ship. The thead is here, (http://forums.cgsociety.org/showthread.php?f=43&t=734374) but work over took me again. :D
I bought the SPACE QUEST Collectors series, and started writing an adventure game story, and designing a few puzzles, and eventually did a few tests using the assets I'd created when doing the Ghost Ship environments-and the rest just sorta grew from there.

Pyke
11-09-2010, 06:39 AM
UPDATE:

Video of the Hyper Storage Device (http://vimeo.com/16647722 )

http://i52.tinypic.com/2qtixxw.jpg

Worked more on the look of the hologram. The previous version was a little chunky, and didnt quite have that sleek techno feel to it. So I added tons of crap to it. ;)

mindrot
11-10-2010, 11:03 AM
HAHA! Thanks Pyke. I know that thread of yours. I remember being pretty impressed by it :)

I've been wanting to tackle a small solo project myself - just finding the time to do it all is the problem :hmm:

I'll be keeping an eye on your progress ;)

~M~

Pyke
11-11-2010, 06:24 AM
HAHA! Thanks Pyke. I know that thread of yours. I remember being pretty impressed by it :)

I've been wanting to tackle a small solo project myself - just finding the time to do it all is the problem :hmm:

I'll be keeping an eye on your progress ;)

~M~

Thanks man. I've always thought an awesome adventure game could take place in a zombie Apocalypse. The deaths alone would make the game awesome. Having to improvise traps to kill zombies, infiltrate other survivors hideouts, find food/water...
In fact, my original idea for a short adventure game before STASIS was a survival type game set on another planet with 'zombie' like creatures. It was a little cheesy, so I went with the more hardcore sci-fi-horror concept...but when I was looking at the zombie idea, your art was right up there on my list. :D

Time is always an issue. But who needs sleep eh? :D

Pyke
11-15-2010, 08:18 AM
Thought I would show you guys some of the interim designs and ideas I tend to throw together before settling on something solid.


http://i56.tinypic.com/xkq4qv.jpg

I was setting up the SAVE GAME menu, and thought about, instead of calling them 'save games', being all sci-fi'ey and calling them CHRONOSPHERES...technology that owuld allow you to move back to a certain point in time. The chronosphere pack would clip into your salvage suit. It was still normal save games, but just in a clever way...or a way I thought was clever!
The more I worked on the logistics of it, I came into a few issues-the main one being that I can save the screenshots of the save games into circles.

Onto design 2!

http://i52.tinypic.com/rk0to7.jpg

http://i53.tinypic.com/j9lbub.jpg

I decided to go to the hologram way of doing things, and came up with a few interfaces for it, but really, it was losing a bit of that 'old skool' style of buttons, gauges, and 'heavyness' that I want. I have a few cool ideas for the menu systems in general...but they just werent 'flowing' for the save game system, SO...

http://i55.tinypic.com/2rgzyvl.jpg

I went to just a normal menu. Based on the same idea of the elevator control system. Its simple, and effective. I may still go back to the 'chronosphere' idea, but for now Im doing the 'KEEP IT SIMPLE, STUPID' was of game design. This works. ;)

mindrot
11-15-2010, 11:40 PM
I really do like you idea on the way the saved game works and how you've turned it to work for your game. Clever stuff :beer:

~M~

Pyke
12-06-2010, 08:46 AM
http://i54.tinypic.com/aey5bk.jpg

Heres a shot pf the Space Walk sequence, when you first get into the Groomlake.

Originally this entire sequence was going to be a cinematic, with an in game 'cut scene' of the captain going towards the airlock-but after going back to my original story treatment, I realized that half the fun of sci-fi ghost ship stories is the initial discovery....the building of excitement BEFORE you enter into the ship-and having that as a cut scene is taking a lot of that away from the player. SO! Here we have the first piece of the spacewalk sequence.

You can also see the Hawking in the bottom right, for those wondering just what you ship actually looks like.

The scene has some really nice little animated touches....running lights blink on The Hawking..the captain in his salvage suit is animated to kinda 'dangle' his legs, and I've implemented a particle system to have bits of 'space dust' randomly drifting around. Combined the the 'hollow' sound of Marachecks breathing, the sequence is quite...cold, for lack of a better word!

SOUND DESIGN (http://vimeo.com/17514306)

Something that may be of interest to some people is a piece of sound design from the game. Im trying to make the game sound 'empty' and kinda freaky, so Im thinking of dropping a musical soundtrack, and just building up the soundtrack of the game with ambient sounds and noises.
This is a collection of the sounds from the Nursery sequence, with some other interface sounds layered over it. Just trying to get a feel for how layered to make the sounds, how loud the ambient sound will be, and to see if it will actually work. Tell me what you think? Freaky? Or just kinda stupid?

kromano
12-10-2010, 11:18 PM
Dang, that's looking really impressive. A definite early Fallout inspiration but don't go overboard with the references. Looks like your project was listed on the front page from Visionaire Studio, too. I have to agree that at the moment it is too dark, over all. My primary monitor is typically much brighter than most people I know and even then it's difficult to make out detail in many of the shots in your demo video.

It's still pretty exciting and interesting though. Your work makes Visionaire look almost too easy to produce high quality stuff.

P.S. the more I read the more I think of Lucasart's The Dig.

Pyke
12-24-2010, 08:13 AM
Ive managed to get a website sorted for STASIS:

http://www.stasisgame.com/

Going to be putting some more game design and workflow things up there, so if you are interested, take a look. ;)

Pyke
12-24-2010, 08:19 AM
Dang, that's looking really impressive. A definite early Fallout inspiration but don't go overboard with the references. Looks like your project was listed on the front page from Visionaire Studio, too. I have to agree that at the moment it is too dark, over all. My primary monitor is typically much brighter than most people I know and even then it's difficult to make out detail in many of the shots in your demo video.

It's still pretty exciting and interesting though. Your work makes Visionaire look almost too easy to produce high quality stuff.

P.S. the more I read the more I think of Lucasart's The Dig.

Hey man. Didn't see your post! Sorry its taken so long to reply!
The vimeo video is super SUPER compressed. When I did those cinematic sequences, they were for a different project, and I didn't think to compensate for the compression and crushing of blacks that converting to an FLV would do. I also have issues seeing through the dark in those! The actual game cinematics and screens should be quite a bit lighter. :D

Visionaire really is an easy program to use. It can get quite complex with the scripting, but its created in such a way that you never have to open up the script editor at all.

I loved The Dig! I really loved the more 'mature' aspect to it-which back then was a MAJOR thing for an adventure game!

Pyke
12-25-2010, 10:43 PM
A small gameplay video:

http://vimeo.com/18178146

Grabby
12-26-2010, 02:58 AM
Ah, this is just looking really really sweet... Damn! Started thinking about that movie Contact (Jodie Foster and such) - space noise / those thumping sounds that we're being made by what they contacted hahaah.

And the art work is just amazing! Really can't wait to see what happens with this project...

kromano
12-26-2010, 04:04 AM
And the art work is just amazing! Really can't wait to see what happens with this project...Yes I agree. This is a one man project isn't it? Or do you have a team. The work is very impressive. Even the VO from the announcer. That video didn't seem as impossibly dark as the first one too.

Pyke
12-26-2010, 05:58 AM
Ah, this is just looking really really sweet... Damn! Started thinking about that movie Contact (Jodie Foster and such) - space noise / those thumping sounds that we're being made by what they contacted hahaah.

And the art work is just amazing! Really can't wait to see what happens with this project...

CONTACT is one of my favorite novels, and definitely an amazing film! The sound design in the opening scene is just incredible!

Thanks for the compliment....there are quite a few artistic challenges ahead of me-but some really cool things aswell!

Yes I agree. This is a one man project isn't it? Or do you have a team. The work is very impressive. Even the VO from the announcer. That video didn't seem as impossibly dark as the first one too.

Its just little old me doing everything. The voice through the coms system saying "Shit Hawking, are you seeing this?" is also me-although I don't quite know if I'm capturing 'war veteran and salvager'. ;) Im sure there is another voice actor out there who can do a much better job!

endi
12-26-2010, 06:44 PM
this graphics is incredible
full of feeling

CKPinson
12-28-2010, 05:26 PM
You think you could get this put on Steam- I'd check this out.

Pyke
12-31-2010, 12:38 AM
New video:

http://vimeo.com/18312028

http://www.stasisgame.com/decontamination-and-xray-walls/

Pyke
12-31-2010, 12:39 AM
Thanks for all of the encouragement guys. :D

leigh
12-31-2010, 11:54 AM
This is looking so insanely cool, Chris. I can't wait to see more.

Pyke
12-31-2010, 02:56 PM
Thanks Leigh. More is definitely coming! :D

Pyke
01-02-2011, 08:40 PM
hey guys,

Updates! here we have the INNER AIRLOCK,

http://www.stasisgame.com/wp-content/uploads/2011/01/AIRLOCK-INNER.jpg

The airlock clicks open with a hiss. A silhouetted figure walks into a dark room. The massive rotating door behind him rolls back into place, and seals shut.The airlock clicks open with a hiss. A silhouetted figure walks into a dark room. The massive rotating door behind him rolls back into place, and seals shut.Darkness. Nothing. Maracheck walks forwards. As he does so, a light directly above him turns on. Motion controlled. A computer voice sounds out “Welcome to The Groomlake Research Facility. We know you will enjoy your stay.” Computer screens flicker on showing various PR photos of families on board, scientists working happily, children playing.As Maracheck moves forward the lights continue to turn on infront of him. More computer voices:“Please be aware that we are operating on emergency power.”He continues down the corridor. Comfortable seating on either side of him suggests an airport lobby of some kind. This must be where the important people came in…a company would waste money like this on an entrance for grunts.As he advances, more lights turn on, highlighting security turrets. Shut down. The security systems must not be operating. Good thing too…those turrets would have shredded him. As if reading his mind, the computer voice sounds out an eerie warning.“To ensure that your stay with us is a pleasant one, please remember to follow all protocol. Your safety is our priority.”The lights go off for a second…the sound of an electric generator spinning up again.“Please make your way to decontamination.”“Thank you for your cooperation.”

ARRIVALS HALL

http://www.stasisgame.com/wp-content/uploads/2011/01/ARRIVALS-HALL.jpg

Dignitaries, VIP’s, and high ranking members of the military all enter through the Arrivals Hall. When fully operational, it showed off the scale and immensity of The Groomlake…but now, it is a hollow shell…an empty cavern. Welcome indeed.

and DECONTAMINATION ROOM

http://www.stasisgame.com/wp-content/uploads/2011/01/PATHOGEN-SCANNER.jpg

Space brings disease, which in a closed off space ship can quickly lead to death. Therefore, every soul who boards The Groomlake has to be scanned, and cleansed of any pathogens. The X Ray scanner also doubles as a security scanner, preventing unwanted weapons or devices on board. But what happens when there is nobody to turn off the scanners? When quarantine procedures cause a lock down? When the only thing standing between Maracheck, and the salvage of a lifetime, is an air tight metal door?

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

Isatche
01-05-2011, 03:29 PM
Man, I am really impressed with what you achieved. Somebody already said that and I will agree, this is what Fallout3 should look like. I wish you all the best with this project and may you finish it soon.

Pyke
01-06-2011, 08:01 AM
Thanks man. The fact that this is even being spoken in the same breath as Fallout makes me smile to no end. :D

Pyke
01-07-2011, 09:15 AM
New video showing INVENTORY INTERACTION:

http://vimeo.com/18526920

Pyke
01-13-2011, 01:06 PM
A look at how I've been designing the puzzle of STASIS, aswell as a look as a cool gadget that you will have at your disposal... ;)

http://www.stasisgame.com/a-quick-look-at-puzzle-design

http://www.stasisgame.com/wp-content/uploads/2011/01/GOGGLES.jpg

Pyke
02-10-2011, 11:35 AM
The Groomlake:

http://www.stasisgame.com/wp-content/uploads/2011/02/Groomlake-model-C.jpg

http://www.stasisgame.com/wp-content/uploads/2011/02/Groomlake-model-B.jpg

Pyke
02-13-2011, 07:42 AM
I got a little bored with just doing backend stuff, so I moved onto another area of the game. I suppose thats the advantage of being a one-man-army...when something gets boring, there are 400 other things to switch to!

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. ;)

http://www.stasisgame.com/wp-content/uploads/2011/02/grey-render-train-station.jpg

http://www.stasisgame.com/wp-content/uploads/2011/02/train-station-colour.jpg

Melvil
02-15-2011, 12:12 AM
This is some amazing looking stuff, Pyke. I've been keeping an eye on your progress for a while and have been very impressed. Loads of atmosphere in that artwork!

kromano
02-15-2011, 01:10 AM
I know, right? I still can't believe it's just a single person working on it and that it's actually a playable game in some way or another. It looks far too polished.

Pyke
02-15-2011, 02:01 PM
Thanks guys. ;) Its been a really fun project so far! Im working in the map for the Rapid Transport System. Its quite a bit more difficult than I thought to get something that looks functional-but still cool!
I was looking at the LCARS MDS graphics from Star Trek-and while they are awesome, when I look at the size of the ship Im doing (city sized!), its really quite difficult. Those all have awesome detail, that just get lost when I zoom out to 1280x720.

I think I have a cool idea tho...just need a few more hours of playing around to see if it will work!

heavyness
02-16-2011, 05:29 PM
Love the new stuff and the video; very good at setting the mood (love the breathing and nothingness surrounding you). The render of the Groomlake is nice... I would buy a print of that.

Pyke
02-17-2011, 07:49 AM
Thanks man. Breathing is me with a mic down my throat, and pitched waaaaaaaaaaaaay down. Im having a ton of fun doing the other aspects of the game, apart from 'just' the graphics. Dont know if i'm brave enough to tackle music....but you never know. ;)

archerx
02-18-2011, 10:56 AM
Just posting to let you know the obvious; it's looking great :)

Pyke
02-21-2011, 04:35 AM
Just posting to let you know the obvious; it's looking great :)

Thanks mate! Mucho appreciated! :D

Pyke
02-21-2011, 04:38 AM
Rapid Transport System…
Powered by ARROW.

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.

http://www.stasisgame.com/wp-content/uploads/2011/02/GL-RTS-Platform.jpg

http://www.stasisgame.com/wp-content/uploads/2011/02/RTS-Map-Background.jpg

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!

finchy
02-21-2011, 07:03 AM
It's amazing to see such dedication! Quality is amazing to. Keep up the good work :thumbsup:

Pyke
02-21-2011, 10:46 AM
Thanks Andrew! I'm a really big fan of CODEMASTERS. Its awesome to know that some of their artists are taking a look at my humble little game. :D

CGIvan
02-21-2011, 06:20 PM
Coming along really nice! Can't wait to play it :)

Pyke
02-22-2011, 07:27 AM
Thanks man. :D As a massive Fallout fan, you avatar rocks! Also good to see your brother keeping the Fallout spirit live! My next game is going to be a post apocalyptic adventure, with the same Isometric style of graphics. ;)

Pyke
02-28-2011, 08:54 AM
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

YOUTUBE LINK 1 SHOWING THE DEATH IN GAME (http://www.youtube.com/watch?v=GPXwsqULVhA)

YOUTUBE LINK 2 SHOWING THE DEATH ANIM ON ITS OWN (http://www.youtube.com/watch?v=ZlMWpBcnhNM)

Pyke
03-08-2011, 06:45 AM
I was feeling a little ’bogged down’ with the space ship stuff, so decided that every now and then, I am going to throw together one of these.
Inspired by the obvious (Blade Runner), I thought what it would look like if I was going to design a Sci-Fi Noir style adventure game. I love the old buildings, and neon lights that made Blade Runner so atmospheric.
I have always loved the idea of layered cities. Cities with levels that are only accessed from catwalks, elevators, any flying cars.
Just to reiterate, this isnt a screen from STASIS! This is just a ‘what if’ thing I put together quickly, as a break from space ships.

EDIT: My brother suggested that I work this into STASIS’s intro sequences. Originally I was going to do the cinematic sequences as a more classic ‘movie’ type of thing-but perhaps having the cutscenes also play out in ISOMETRIC could be pretty cool….

http://www.stasisgame.com/wp-content/uploads/2011/03/homage.jpg

YOUTUBE ANIM LINK (http://www.youtube.com/watch?v=dwuWeRdha3I&feature=channel_video_title)

Pyke
03-10-2011, 05:51 AM
I don’t want to give away to much about the environments in STASIS…but here is a little slice of what I’ve been busy with.

http://www.stasisgame.com/wp-content/uploads/2011/03/THEY-GOT-IN.jpg

HessuHopo
03-27-2011, 12:23 AM
This is just too cool stuff... my brain is going to explode! Can't wait to see more. :applause:

Pyke
03-27-2011, 08:24 AM
HessuHopo, Thanks mate. :D Updates are coming! Not quite head exploding, but cool non-the-less. :D

http://www.stasisgame.com/the-music-of-stasis/

Here are two tracks I’ve completes for STASIS.
I’ve tried to ‘mimic’ the feel of the Sound Tracks of awesome 80′s sci-fi movies, specifically referencing ALIENS (which is my favorite movie of all time. )
These tracks will be played VERY faintly in the background, with some of them coming more to the foreground when needed. I’m still doing tests with having there be ‘constantly’ music in the backgrounds, vs ambient noise, with music sporadically throughout the game. I’m thinking the latter is a better idea…
Let me know what you think…
.
Airlock To The Scanner
(http://www.stasisgame.com/wp-content/uploads/2011/03/Airlock-To-The-Scanner.mp3).
The Ghost Ship
(http://www.stasisgame.com/wp-content/uploads/2011/03/The-Ghost-Ship.mp3).
-Chris

fab11
03-28-2011, 11:08 AM
As you can see i usually don't post much here. But the stuff you are presenting is just soooooo good.
Congratulations for so much creativity and skillness!
When do you plan to finish your game? (Please don't say: When it's done!) ;-)
I really want to play it...

Keep up your very good work!

Pyke
03-29-2011, 09:06 AM
As you can see i usually don't post much here. But the stuff you are presenting is just soooooo good.
Congratulations for so much creativity and skillness!
When do you plan to finish your game? (Please don't say: When it's done!) ;-)
I really want to play it...

Keep up your very good work!

Wow dude! Im honoured to be one of your 3 posts in 9 years. :D

Im going to have to sit with 'when its done' for now. ;) Im pretty close to a decent BETA tho. Yay. ;)

CGIvan
03-29-2011, 06:27 PM
Great music man, really moody.:thumbsup:
I don't think there is need for constant music. It's can be more haunting to walk in to a room that's dead silent :eek:. But at the same time, I do like to have some quite music (a volume setting would be nice) in the background while I'm walking around trying to figure out what to do.

smas
03-30-2011, 01:14 AM
amazing! want to see more of this :)

stage-gr
04-06-2011, 02:53 PM
This is insane! I can't really express how much i admire your dedication to what you're doing. The ammount of work for such project is simply HUGE. I myself planned at some point to sit down and make a 2D 9-verb (lucasarts style) Adventure game but after seeing how much work there is to be done to keep it at a respectfull -to say the least- level, I got cold feet.:blush:
This project is trully inspiring, you made me jealous and now I want to make my own game too :D

You, my friend, are up there in the big leagues as far as visual quality and atmosphere goes ;) I am psyched to see this to the finish.
Are you planning to make a buck out of this or is it simply for kicks?

Pyke
04-06-2011, 03:40 PM
Great music man, really moody.:thumbsup:
I don't think there is need for constant music. It's can be more haunting to walk in to a room that's dead silent :eek:. But at the same time, I do like to have some quite music (a volume setting would be nice) in the background while I'm walking around trying to figure out what to do.

Thanks man. Ive decided that there is going to be an ambient background track throughout the game-but its is VERY ambient...essentially white noise. Then all of the music will be designed with a nice fade in, so hopefully you wont notice the swell of sound when it kicks in.
Im really in love with Deadspaces 'invisible' design philosophy, which extends in everything from the interface, to the music. Nothing is in your face in that game-everything just flows together.

amazing! want to see more of this :)

Thanks mate. :D There is more coming-promise!

This is insane! I can't really express how much i admire your dedication to what you're doing. The ammount of work for such project is simply HUGE. I myself planned at some point to sit down and make a 2D 9-verb (lucasarts style) Adventure game but after seeing how much work there is to be done to keep it at a respectfull -to say the least- level, I got cold feet.:blush:
This project is trully inspiring, you made me jealous and now I want to make my own game too :D

You, my friend, are up there in the big leagues as far as visual quality and atmosphere goes ;) I am psyched to see this to the finish.
Are you planning to make a buck out of this or is it simply for kicks?

Hey man. Thanks for taking the time to comment. :D

I can only say, MAKE IT! The tools out there to make your own Adventure Games are seriously easy to use. I have zero programming ability, and maths makes my brain hurt. So if I can do it, trust me, anyone can!

Initially, I was going to give it away, but I've spent some cash on getting it to this point (mainly ion the sound aspects), so will more than likely go the self publishing route. Not to pricey tho-but perhaps if enough people buy it I could go full time? :D

Keep checking back. :D

Pyke
04-11-2011, 10:58 AM
http://www.stasisgame.com/medical-bay/

http://www.stasisgame.com/wp-content/uploads/2011/04/Hologram-InActive.jpg

I have been busy with the first chapter of the game, which is full of ‘introduction areas’. More industrial places…train stations, tracks, elevator shafts. While its awesome to have these areas, because it really does build suspence, and give you the impression of going deeper into the ship-they can get a bit boring to build.
So, I jumped the gun a little, and went into the medical bays. These will be in the early parts of chapter 2, or the late parts of chapter 1, depending on a few story, and ‘flow’ related things….but trust me when I say that when you eventually get to the medical bays, they will be AWESOME.
Something thats rather difficult in a game like this, specifically one where the character is, for all purposes, alone, is how to get information across in an interesting way. For a while, I toyed around with the idea that there are some survivors on board that you find, and while I’m not discounting that entirely, to find survivors this early on in the game would really be counter productive to the atmosphere in the game. You are completely alone. You must FEEL completely alone.
Now there is also the computer terminals to get information…but thats a bit boring. This is Science Fiction dammit! Ships logs can be done in a pirate game. Its not unique enough to the genre! There ARE computer teriminals in STASIS but again, I really want to make them…different.
HOLOGRAMS.
http://www.stasisgame.com/wp-content/uploads/2011/04/Hologram-Active.jpg
There is a scene in Lost In Space, and Final Fantasy, where they are performing surgery through a holographic interface. Holograms just ‘go’ in Sci Fi-so if I can find a place to put them in STASIS, Im going to!
I thought about how beneficial it would be for a doctor to be able to record, in high detail, a surgery. Be able to walk around it, see what was done. Now imagine how scary that would be, if you discovered a recording of that surgery….when the patient wakes up, mid surgery, with nobody around them. I have a fear of hospitals, and waking up during surgery, so this was right up my ‘shit that creeps me out’ alley!
THE DESIGN
http://www.stasisgame.com/wp-content/uploads/2011/04/White-Render.jpg
I first built the bed, with the surgical consoles and robotic arm thing hanging above it. The room was then built around the bed.
The ‘rays’ from the center of the room are channels to allow blood to flow into drainage systems under the room. The center ‘disk’ was originally supposed to rotate into place, but that just became way to memory intensive.
IS ANYONE THERE?
The actual surgery was built around something that I find…disturbing. Cutting a man in half, and having him complain that he cant feel his legs…having him plead to just let him walk out. I lined up the hologram so that the skeletons eyes are almost fixed on the PLAYER, and when the hologram turns his head it lines up with the skulls eye sockets. The effect is subtle, but adds to the disturbing nature.
Something to note is that from the surgical terminal, you will be able to call up different recordings. It will work through simple DIALOG tree system. Each recording will have some different information in it, be it ‘mission specific’ or just recordings that set the tone of the game.
A NOTE ON SOUND
http://www.stasisgame.com/wp-content/uploads/2011/04/code.jpg
The voice overs is again, me with a mic. Ill be looking for actual voice artists to do the voices, but for now we are stuck with my voice and pitch changes!
I have set up the sound tho that, I just have to replace the sound file, and the rest of the scene will play out no matter the length of that file. This helps, not only for replacing the sound with ‘actual’ actors voices, but also for localisation. If a sentence is longer, or shorter, the rest of the scene just dynamically adjusts itself to fit.
IN ACTION:
http://www.youtube.com/watch?v=kfKURJ-IexM&feature=player_embedded

-Chris

Pyke
06-15-2011, 07:25 AM
Been a while since Ive updated this thread....So here ya go. ;)

http://www.stasisgame.com/wp-content/uploads/2011/05/outer-airlock-2.jpg

http://www.stasisgame.com/wp-content/uploads/2011/05/Image1.jpg

http://www.stasisgame.com/wp-content/uploads/2011/06/CAMP.jpg

Most updates are over at the blog : http://www.stasisgame.com/blog/

Pyke
08-23-2011, 07:57 AM
Havent updated the thread in a while! Heres a ton of new screenshots, and info. ;)

http://www.stasisgame.com/wp-content/uploads/2011/07/train-crash.jpg

http://www.stasisgame.com/wp-content/uploads/2011/07/train-station.jpg

http://www.stasisgame.com/wp-content/uploads/2011/07/prodct-storage1.jpg

http://www.stasisgame.com/wp-content/uploads/2011/08/Breaker.jpg

http://www.stasisgame.com/wp-content/uploads/2011/08/Infirmery1.jpg

Here is an older screenshot. Not in the same style, but pretty cool to look back on. ;)

http://www.stasisgame.com/wp-content/uploads/2011/06/DortBase.jpg

And a revised intro to the story....:


“Daddy, please help us…”
.
Disoriented, drowsy, and in pain, John Maracheck opens his eyes. Nothing greets him, but the static of a nearby monitor, and a cold steel floor. Thick green liquid covers the floor and his body, leading to a nearby, steaming stasis-pod. He slowly gets to his feet, trying to take in his surroundings. Where is his wife? His daughter? What the hell is going on….?
.
What is STASIS?
.
Stasis is an adventure game, that puts you in control of John Maracheck. a man searching for his family, in a seemingly abandoned research facility. Going back to classic adventure game mechanics, you have to solve puzzles, and use objects around you to progress, and to find Marachecks family.
Graphically, Stasis is fairly unique in the adventure game genre, opting for highly detailed isometric graphics, as opposed to the more classic ‘side on’ views of other adventure games. Richly detailed rooms and fluid animations create an immersive environment for the player to explore, with danger lurking in every shadow.
The stasis-plug suit gives you direct access to an Emergency Medical Kit. A piece of equipment that has the ability to break down any object of a certain weight and size into its base elements, and store it for future use. While normally it is used to store small medical supplies, Maracheck uses it as an easy way to keep and transport found objects. Objects can be stored, accessed, combined, and brought back into the ‘real’ world at any moment.
At its core, Stasis is a story about an ordinary man, in an extraordinary situation.
Trapped in a place where humanities horrors come out to play, how far would you go to protect your family?
.
Welcome to The Groomlake. We know you will enjoy your stay.

kromano
08-23-2011, 05:48 PM
As usual your work looks pretty amazing. I forget if it's been asked already, are your environments fully 3d with dynamic lighting, or prerendered background images? Everything just seems so detailed that it shouldn't run very smoothly at all.

Secondly, unless there's an alternative spelling I'm unfamiliar with, or a plot device I don't know, your power switch has Infirmary misspelled with an 'e' instead of an 'a.'

Pyke
08-24-2011, 06:32 AM
As usual your work looks pretty amazing. I forget if it's been asked already, are your environments fully 3d with dynamic lighting, or prerendered background images? Everything just seems so detailed that it shouldn't run very smoothly at all.

Secondly, unless there's an alternative spelling I'm unfamiliar with, or a plot device I don't know, your power switch has Infirmary misspelled with an 'e' instead of an 'a.'

Hey man. Yeah-someone pointed out the misspelling on another forum! When you look at something for to long, it all kinda blurs together... D I could come up with some line about how in the future the english language has changed..but shit-I ignored the squiggly line. ;/
I've altered it in the game. :D

The backgrounds are all pre rendered '2D' planes, that have different 'alpha'd' out areas which control what goes in front of, or behind the character. I LOVE the fact that with 2D rendered stuff, I can still add in a ton of incidental detail, without stressing about load times/memory.

Some of the levels do have some cool lighting tricks...flickering lights, rooms that turn dark, lights that turn on with motion sensors, but its all 2D trickery. So it has the illusion of a very dyanmic environment, but still holds the detail of 2D pre rendered stuff.

Here is a video of an older build of the game, where you can see an example of it in action...

http://www.youtube.com/watch?v=2-1fFPsM0vE&feature=channel_video_title

Pyke
09-25-2011, 06:19 AM
A link to the first 5 minutes of gameplay. :D

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

kromano
09-25-2011, 07:32 AM
Man that's looking incredible. One thing I felt about gameplay, the way the rooms "rotate" when you transition through doors was kind of disorienting. Like, you exit through the top of one room and appear out the side of the other. Seems like it could make it a little difficult for navigation at first.

The artwork is great and the atmosphere is pretty solid. That video was way better in terms of brightness than before, it's much easier to see what's in the rooms while still being super moody. I can also clearly see the Fallout influence with the text above the speaker... even the font and size is a dead ringer. I'm just glad you didn't operate on a hexagonal grid too. Keep up the solid work!

limdaepl
09-25-2011, 09:05 AM
Marvelous work!
I would like to know how you achieved the voice effect of the cyro terminal (probably an unusual question on a graphics forum but I'm also into sound engineering ;))
Care to elaborate?

Regards Roman

Pyke
09-25-2011, 10:35 AM
Marvelous work!
I would like to know how you achieved the voice effect of the cyro terminal (probably an unusual question on a graphics forum but I'm also into sound engineering ;))
Care to elaborate?

Regards Roman

Sure thing, :)
For all my sound im using FL Studio, and Audacity. The voices are done with FL Studios voice synthesiser, and pitched in Audacity, where I also add in re verb and some echo.

limdaepl
09-27-2011, 09:01 AM
Sure thing, :)
For all my sound im using FL Studio, and Audacity. The voices are done with FL Studios voice synthesiser, and pitched in Audacity, where I also add in re verb and some echo.

Thanks for the info! I downloaded FL Studio and tried it myself. I realized you were using a preset that generates a voice which is robotic already.
I was assuming those voice lines were recorded/generated clean and than 'roboterized' afterwards. This 'roboterization' would have been the process that i was interested in but appearently you didn't do that. Thanks anyway and keep up the good work!

Regards Roman

Pyke
09-27-2011, 09:32 AM
Because Im a 1 man show, using the preset synths is a good way of getting in additional voices that aren't my own. ;)
Take a look at Audacity tho...there are hundreds of plugins available-Im sure there is one that could generate a similar effect from a WAV file.

limdaepl
09-27-2011, 10:19 AM
Because Im a 1 man show, using the preset synths is a good way of getting in additional voices that aren't my own. ;)
Take a look at Audacity tho...there are hundreds of plugins available-Im sure there is one that could generate a similar effect from a WAV file.

I know Audacity. I am working with Ableton Live though.
I have quite some experience with sound alteration but i was hoping for new insights as i'm looking for a very specific effect which, so far, i haven't been able to emulate up to my uptown tastes ;)

Could you use some help with your sound work? I really like your project and I'd be happy to assist.

Regards Roman

CGIvan
10-07-2011, 06:51 PM
I just watched the 5min gameplay video. Looks awesome :thumbsup: I do however have two minor issues with it:
1. The HUGE cursor. I would much rather just have the small circle in the middle to be visible (maybe a bit brighter) and then show the "scan" / "interact" when they are available. Than having the big cursor that always shows you "scan", "interact" and "move" (I find "move" to be particularly unnecessary).
2. The sonar sound when you click on things. To me it's like when people have clicking sounds on their computer (very annoying). Here I would prefer if the the cursor just pulsated once when you clicked instead. Or something similar.

Now don't beat yourself up over this. As I said at the top, it looks truly awesome:applause:
PS. A run function for when the character is healed to speed up the gameplay a bit.

Pyke
11-18-2011, 06:05 AM
I just watched the 5min gameplay video. Looks awesome :thumbsup: I do however have two minor issues with it:
1. The HUGE cursor. I would much rather just have the small circle in the middle to be visible (maybe a bit brighter) and then show the "scan" / "interact" when they are available. Than having the big cursor that always shows you "scan", "interact" and "move" (I find "move" to be particularly unnecessary).
2. The sonar sound when you click on things. To me it's like when people have clicking sounds on their computer (very annoying). Here I would prefer if the the cursor just pulsated once when you clicked instead. Or something similar.

Now don't beat yourself up over this. As I said at the top, it looks truly awesome:applause:
PS. A run function for when the character is healed to speed up the gameplay a bit.

Hey CGIvan,

The cursor has been a major battle for me! I have a cool new design that Im going to implement over the holidays. I even wrote a blog post on it. :D

http://www.stasisgame.com/corridors-and-cursors/

The Sonar Sound was added because there was no indication that anything had happened. Perhaps the sound is a little overpowering, but it is quite disconcerting when there is no sound...
Again, Ill have to tweak settings around, and try to find a good middle ground!

When you are all healed up, you can walk much faster. There are areas of the game where you run, but these are 'constrained' to the timed puzzles. The normal walking is around 150% faster than the beaten up one, so its pretty speedy, but still keeps the 'mood' of the scenes.

.....................

New screens for you guys!

ADMIN OFFICE
Fun note, check the blood stains on Marachecks CRYO SUIT. Gotta wonder just what he had to do to get that High Speed Neural Drill….
Im playing around with having the suit get dirtier and grimier as you go along in the game. Subtle changes-but I think it will make a difference to the immersion of the player!

http://www.stasisgame.com/wp-content/uploads/2011/11/Admin-Office.jpg

COMPUTER INTERACTION.
A screen showing how you will interact with the various computers in the game. I originally had a hacking device, with a mini game attached to it-but it got tedious fast!

http://www.stasisgame.com/wp-content/uploads/2011/11/Computer-Interaction.jpg

AND A QUICK SHOUT OUT!
Head on over to http://www.visionaire-studio.net and download the Visioniare game engine. Its free to use and learn on, and the guys there are really helpful with any questions you have. STASIS is entirely done using the engine, which is the same engine behind The Whispered World, and the latest A NEW BEGINNING (Man..just looking at that artwork makes me drool!). This is coming off like a paid advert (it isnt… ), but I cant show my appreciation enough for the guys behind this engine. Without it STASIS would only exist in my mind.

-Chris

Pyke
11-18-2011, 06:06 AM
Could you use some help with your sound work? I really like your project and I'd be happy to assist.



Hey Roman, thanks so much for the offer to help! Right now Im trying to see if I can do it all myself, but if I do run into roadblocks I will give you a shout!

everlite
12-04-2011, 03:24 AM
Hey man, glad you got front page :) hope it brings more fans to the project.

Dave

Pyke
12-04-2011, 04:05 AM
Wow! What an awesome surprise!
For everyone who doesn't wanna browse through the full thread, here are some links to the posts with the interesting stuff... :)

http://forums.cgsociety.org/showpost.php?p=7090662&postcount=60

http://forums.cgsociety.org/showpost.php?p=6940924&postcount=58

http://forums.cgsociety.org/showpost.php?p=6889087&postcount=47

http://forums.cgsociety.org/showpost.php?p=7123825&postcount=63

And the website link www.stasisgame.com, which has lots more. ;D

-Chris

kiboSVK
12-04-2011, 09:33 AM
:bowdown: Masta absolut great work;) Respect this is beautyful.. Not only Fallout but my favorite Crusader remind me;)

Pyke
12-05-2011, 05:47 AM
kiboSVK, thanks man. :D

Yeah-I absolutely LOVED the Crusader games! Its sad that more modern games tend to go first person. Like how the new Syndicate is not going to be a squad based Isometric game.

The thing is that for a large part, its almost easier to make an isometric game than a first person one. Your props can be lower res, but still appear high detail with really clever texture work. Plus there is just something 'cool' about Iso graphics! Personally Im really hoping that DIABLO 3 inspires a developer to make a Sci-Fi action RPG with an isometric POV. A man can dream.... :D

urgaffel
12-05-2011, 03:30 PM
This is looking really cool but I have a few things that bug me:

The maling list pop up pops up every time I go back to the main page which is a bit annoying

The small images at the bottom (blog, media etc) aren't clickable but the screenshot above them is. It would be nice if you could click the images too instead of the small buttons that is easy to miss.

The Inventory hologram thing looks like it could become a bit tiring after a while. It's hard a bit hard to see what you actually have since the icons are a bit obscured by the hologram effect. It looks very cool but might not be very userfriendly, especially if you ever have more items than the slots you have there (unless it folds out to show more objects?)

Looks very atompsheric and your workflow is interesting so don't take it too harshly :)

HellBoy
12-05-2011, 06:14 PM
Hey Pyke

I haven't posted on this site for a while but saw your front page. Looking very good mate.

I'm really posting on your thread to tell you about www.voice123.com (http://www.voice123.com)

If you don't know about it already, basically when you need a voice over talent (i.e. your game trailer, additional characters) that is the site to use and it is free to post ads (actual voice actors aren't usually expensive anyway).

You can post small script and do an online audition and pick your choice etc.

Any voice over work on major TV networks, films or games. It is likely the voice actor behind it will be found on that site.

I have been using that website to get voice over actors since 2005 and if you ever need VO actors, that is the place to check out.

Good luck with your work

daw
12-06-2011, 12:05 AM
This is so cool - you'r a one man army! - this looks so great!
- I feel the 80's sci-fi all around it and can't wait to buy this one
- so please hurry slowly :)

Great work!

Pyke
12-06-2011, 05:52 AM
Hey guys,

Thanks so much for taking the time to view the thread, and especially for taking the time to comment!

Urgaffel,

The sign up thing should only pop up once. I think perhaps your firewall is blocking cookies, or you have cookies disabled? If anyone else is having this problem, please let me know!

The onventory hologram has been a constant battle for me! Its hard deciding when the 'rule of cool' overwrites the 'shit thats annoying!'
In the latest iteration I have sped up the opening by about 20%, which is helpful. I am also thinking of making the 'hologram' part more transparent, which I think will lessen the 'business'. The inventory DOES have the abililty to scroll tthe items if the inventory fills up, but game-design-wise, Im trying to keep the inventory limited to 4/5 items at a time. I really dont like it when Adventure Games turn you into item horders, because the games start to become a 'use everything on everything' clickfest-which I think isnt fun.

Im always open to crit! At the end of the day, its guys like you that will hopefully be playing the game-so I take all advice to heart!

HellBoy,

Thanks man. Ive checked out voice123 before-its a fantastic resource. I currently do have one voice actor cast, and as soon as the game is in BETA, Ill be casting the rest of the characters. At the moment, Im doing all the voices as a scratch track. Its quite freeing, cos what I do is I play the levels, with the mic on, and just 'talk'. If I click on an object, and I feel that the 'mood' of the game will be enhanced by saying something, it goes in the script. Then I go through my play session (usually about 15 minutes or so of constant audio streaming) and cut it up, and add those things I like into the game.
Eventually Ill be able to email that scratch track to the artists, so they can get a good idea of how everything sounds...the emotion, pacing, etc.

Its possibly a very backwards way of doing things, but the results are quite 'natural'. I was playing Monkey Island a few weeks ago, and while everything in that game is fantastic, the voice acting feel 'scripted'. It works really well in the context of the game-but in STASIS I feel that it would take you out of the moment.

Something Im also doing with the voices is degrading them quite a bit. Most of the communication in the game will take place through a radio system, so there will be static, crackle, beeps....it really adds to the immersion!

Ok, I went off on a tangent there. :D

Daw,

80's Sci-Fi is really my inspiration in Stasis. Terminator, Alien, Aliens, 2001, The Black Hole...I love everything about them from the grime and grit, to their fantastic sound design. The fact that someone can pick up that inspiration is awesome. :D

Wiro
12-06-2011, 09:38 AM
Man, you are a machine! This looks amazing. Screw 3d, I used to love iso 2D exactly for the detail that could go into the enviros. I especially have a place for Syndicate, Fallout 1/2 and the Baldurs Gate and Planescape games not the least for the cool and bloody death animations, just like you showed with the sentry gun :twisted:
Awesome atmosphere.

I read through this thread but not your blog yet but you mentioned the game being about a salvage ship finding this research vessel yet on the last page you say the player character wakes up after hypersleep? Is this a new story line?
At least for now I liked the old one better. It was more biased towards discovery and fear of the unknown whereas the hypersleep character would have at least some idea of the ship's layout and past history.

The hero waking up in hypersleep with the now unfamiliar ship and him looking for his family seems very reminiscent of the movie Pandorum (http://en.wikipedia.org/wiki/Pandorum)

But either way, top notch work. Can't believe you're doing this solo!

Pyke
12-06-2011, 10:32 AM
Hey Wiro,

Massive massive fan of your work! Thanks for commenting. :D

Man, you are a machine! This looks amazing. Screw 3d, I used to love iso 2D exactly for the detail that could go into the enviros. I especially have a place for Syndicate, Fallout 1/2 and the Baldurs Gate and Planescape games not the least for the cool and bloody death animations, just like you showed with the sentry gun :twisted:
Awesome atmosphere.

I also (clearly) have a huge love for 2D graphics. One of my dream projects would be a fully fledged RPG, complete with cities, bars, deserts, caves, jungles.....all done with super detailed 2D pre-rendered graphics. I know 'why' studios use 3D (to a large part, 2D can be a rather painful experience!), but I really do wish that some of the bigger studios, with the budgets to back them, would make a move 'back' to 2D.

Gory over the top deaths are plentiful in STASIS! I have a fully rigged model with skeleton, and internal organs that gets ripped up quite often. There is one where you end up being digested alive by a genetically altered mushroom, and another where you get skinned by a 'Bone Harvester'...a medical machine that extracts bone for experiments. :D


I read through this thread but not your blog yet but you mentioned the game being about a salvage ship finding this research vessel yet on the last page you say the player character wakes up after hypersleep? Is this a new story line?
At least for now I liked the old one better. It was more biased towards discovery and fear of the unknown whereas the hypersleep character would have at least some idea of the ship's layout and past history.

The initial story was heavily inspired by Event Horizon, and Alien, and the discovery of 'something' on this massive behemoth. The problem I had with it was that while those are fantastic movies, if they were to be made into games in their current form, they would be horribly boring.

In Alien, its 20 minutes of exposition before we actually leave the ship. In Event Horizon its about the same. Lets say thats 1/5th of the time just in INITIAL setup. In game time that's quite a hit to take!

It was very difficult for me to 'drive' the story and character forward when the only thing that was pushing the character forward was curiosity.
Perhaps if I was more accomplished at writing game stories, I could have pulled it off, but until then I decided to do what I could do!

I have a more...explanatory explanation here. :D :

GAMES AREN’T FILMS. The past week has been VERY exciting for me. Ill admit, I was stuck. Call it writers block, artistic burnout, or just plain ‘middle of the year’ depression, but I found I was constantly circling the same areas of the game, affraid to move forward, because I knew that I just wasnt happy with where I was going. But I did what any rational artist (ha!) does, and took a step back. The problem I saw was that I was basing so much of what I was trying to achieve through the pacing of films-a medium that I love. But the truth is that games arent films, and films arent games. They each run on a completely separate set of rules. While a film can have a set 3 act structure, action points, highs and lows, turning point etc-a game doesn’t have that luxury. Now Im not talking about the story-but rather the pacing. I love slow movies. I love those times INBETWEEN the times that characters are doing things. The journey TO the Derelict in ALIEN. The conversations about how they are fortifying the base in ALIENS. The long speeches in Inglorious Basterds. But you cant have those moments in a game. A game, by its nature, needs to to DRIVE THE CHARACTER FORWARD. You always need an objective-even if the objective is finding out what that objective is. Having that realization, I have jumbled about a whole lot of story elements in the game to make sure it flows better-and given the character CLEAR OBJECTIVES for each chapter in the game. Alternatively now, the game has 15, shorter chapters, instead of 6 longer ones. Overall game play time isnt effected-but the game just feels…better. Its hard to explain without you guys actually playing the game-but believe me, this is a good thing!

http://www.stasisgame.com/train-crash/

http://www.stasisgame.com/daddy-please-help-us/

With regards to the Character knowing about the ships layout and goings on, I don't want to give away to much-when you wake up there is no knowledge about where you are, or why you are there. And its not amnesia (the Adventure Game 'go to' trope. :D )....

There is still major elements of discovery, except now you have a REASON to move forward.


The hero waking up in hypersleep with the now unfamiliar ship and him looking for his family seems very reminiscent of the movie Pandorum (http://en.wikipedia.org/wiki/Pandorum)

I really liked Pandorum...for the most part. I really wish they had played up the 'insanity, is it happening or isnt it?' aspect more, and the 'Argh zombies' bits less. But its SciFi horror....chances are Ill like it!


But either way, top notch work. Can't believe you're doing this solo!

Well if anyone at ILM wants to offer up some render farm time... :D

Going solo has been both a jarring, but exceptionally rewarding experience. Specifically musically. I honestly never thought I would enjoy doing the sound design and music as much as I do! Its actually my favourite part of the process! There is something very cool that happens when all the sound and music is in a scene...it just bursts alive!

-Chris

stage-gr
12-06-2011, 10:02 PM
All eyes on STASIS!!! :thumbsup:
Well, this project deserves to spend AT LEAST a week in the spotlight.
For everyone dropping by, I would strongly suggest to pay a visit to the website you set up for this game and go through the blog articles you wrote. I personally, find those pieces of writting most interesting.
Here, i even picked a link (http://www.stasisgame.com/blog/page/15/) so they can start from the oldest article and work their way from there :D

Anyway, i want to wish you good luck once again for the remainder of the project, you got a time plan that you are following? Or a loose time plan at least :)

Pyke
12-07-2011, 06:10 AM
Anyway, i want to wish you good luck once again for the remainder of the project, you got a time plan that you are following? Or a loose time plan at least :)

Hey Stathis,

Thanks man. I try to update the blog once a week-but it can be quite difficult with my full time job!
As for a time-line, I do have an internal 'due date' that I'm working towards, but don't wanna give out any dates to early on, because if I miss them people may get disheartened! But I am very much on track. This isn't going to be a project that drags on for a few years-I have many MANY other ideas backing up!

TombFOX
12-07-2011, 08:37 AM
Hey Chris,

I've sent you an e-mail to info@stasisgame.com (http://forums.cgsociety.org/info@stasisgame.com). Just posting to reveal my 3d identity ;]. Again, incredible work, would love to be a part of it.

jake rupert
12-07-2011, 04:00 PM
Hi Chris,

On a sidenote:

Is the gameengine you use able to put out to Android Smartphone/tablet or the i-fon, i-pad
or browserbased (flash/html5 maybe)
and what will be your main distributionchannel.

Sorry in case this has already answered.....

I am a fan of your stuff!

Pyke
12-08-2011, 06:23 AM
Hey Chris,

I've sent you an e-mail to info@stasisgame.com. Just posting to reveal my 3d identity ;]. Again, incredible work, would love to be a part of it.

Hey Tomasz,

I got the email, and will shoot you off a reply now. :D

Hi Chris,

On a sidenote:

Is the gameengine you use able to put out to Android Smartphone/tablet or the i-fon, i-pad
or browserbased (flash/html5 maybe)
and what will be your main distributionchannel.

Sorry in case this has already answered.....

I am a fan of your stuff!

Hey Jake,

The build I'm working on right now is just for PC, but it WILL eventually be ported for both Mac and iPad. I'm unsure about an android version, but will definitely try for it!

Im working on a design for a browser based 'multiplayer' adventure game. Its very pie in the sky right now, but its a cool idea. The biggest issue with going browser based is the size of the game. The character animations for Maracheck alone is in the 100's of megs and thousands of frames.
This December, the guys at Visionaire are adding a 3D module to the engine, which will allow for 3D Characters. Im going to be doing a lot of experimentation with blending the 2D sprites and 3D sprites, so I can make sure to use the advantages of BOTH.

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

Im working on a new section of the game called SIGMA LABS. Its essentially a 'meat processing plant'..and industrial surgery where organs, skin, bone, pretty much anything is harvested.

http://www.stasisgame.com/wp-content/uploads/2011/12/Sigma-Labs.jpg

Im still working out a lot of the stuff in this room...what is interactive, and how the character will move through the scene. This is very much how each room starts, and then I start to play the game, and make tweaks and changes.

-Chris

everlite
12-08-2011, 08:34 AM
Personally i think there's a charm to the 2d sprite characters that i think gets lost when you see 3d characters in this kind of iso format. I'd be interested to see a comparison though.

Dave.

Klemen
12-08-2011, 08:54 AM
Amazing work Chris!

This project looks like so much fun man, I'm envious :)

The environments you created look amazing already, I really like the gritty, claustrophobic feel, the color palette reminds me of the dead space universe.

Keep up the great work!

Edit: Oh, just to let you know, the mailing list thing on your website also pops up every time I visit even though I already subscribed.

-Klemen

Pyke
12-08-2011, 02:06 PM
Personally i think there's a charm to the 2d sprite characters that i think gets lost when you see 3d characters in this kind of iso format. I'd be interested to see a comparison though.

Dave.

Well the idea is to use 2D sprites for the deaths, and 3D for the general game interaction-so the 'blend' will be seamless. 3D does help in a few things...pathfinding can be A LOT less strenuous, because you have 180 directions to work with instead of 8. There is also things like increased interaction, because of the size of frames. I can have a very long idling animation instead of one thats 2 seconds looped.

Im also planning on things like having the suit get dirtier and bloodier as the game goes on...something thats very expensive to do with sprites, but very easy to do with 3D.

At the end of the day, it comes down to 2 things:

What will be better for the game, and what will be better for me! If the 3D sucks, ill drop it-but I think that the benifits outweigh the bad bits!
JUST Maracheck will be in 3D tho-everything else will still stay 2D. ;)

Amazing work Chris!

This project looks like so much fun man, I'm envious :)

The environments you created look amazing already, I really like the gritty, claustrophobic feel, the color palette reminds me of the dead space universe.

Keep up the great work!

Edit: Oh, just to let you know, the mailing list thing on your website also pops up every time I visit even though I already subscribed.

-Klemen

Hey Klemen,

I got your email man. :D

The project started off as a way to blow off steam from clients and 'structured' work, and just kinda grew from there. Basically its all the things I find cool. :D

DeadSpace is an inspiration. I constantly reference the screen shots when I move onto a new area for the game. I love the games production design! While its not quite scary, its definitely a thriller. Its the ALIENS of Sci-Fi horrors, where Im kinda going for more of an Alien vibe-but its influence is definitely in Stasis' DNA. :D

The mailing list thing is cookie based...so if cookies are enabled you should only have to do it once. Ill take a look if there are any issues my side tho....

......

Just wanna say thanks to all you guys for emailing, commenting, or signing up the site. Hell, even just taking the time to view this thread is pretty awesome (I think its gotten like 4000 views since Sunday)! So thanks thanks thanks!

-Chris

SciFibrow
12-08-2011, 10:10 PM
Congrats on front page, Pyke. This is looking really cool!

It does take me back to Syndicate, which was one of my favourite games back in the day.

I'll have a play when I've got a spare moment and give you some constructive feedback.

WyattHarris
12-09-2011, 05:46 AM
Just got a look at it. I am really loving your style and design. Seeing that great isometric takes me back to Crusader and Little Big Adventure. Can't wait to see more.

criatura
12-09-2011, 11:40 AM
Amazing work Chris!

Wongedan
12-09-2011, 02:29 PM
amazing and unique work for nowdays!

the reason of using 2d sprites is valid!
not like i want to be nostalgic, but 2d sprites seems a great medium to express some radical idea within budget and time limitation. people should continue the legacy of 2d sprite games.

mrtprodz
12-10-2011, 01:22 PM
This is looking fantastic! :thumbsup:

Pyke
12-20-2011, 12:55 PM
Thanks for the comments guys. :D

In addition to the game stuff, Im also doing all the Cinematics for the game.
Here is a shot from the intro to the game, that I have edited into a trailer. Hope you guys enjoy. :D

http://www.youtube.com/watch?v=XdSeRM8vs24&feature=plcp&context=C3e37b44UDOEgsToPDskI5XAkRb7ADQWirzRlLQ2A3

Pyke
01-31-2012, 08:26 AM
Blowing shit up!

http://www.stasisgame.com/wp-content/uploads/2012/01/Boom-goes-the-dynamite.jpg

And in game computers....

http://www.stasisgame.com/wp-content/uploads/2012/01/Computer-Interface-1.jpg

http://www.stasisgame.com/wp-content/uploads/2012/01/Computer-Interface-2.jpg

ivanisavich
02-18-2012, 08:20 AM
Incredible detail in those screenies!

Is that explosion pre-rendered or some kind of crazy real-time particle solution?

Pyke
02-19-2012, 02:17 PM
Hey Tyson,

Thanks man. The explosion is pre rendered. I did try to get some cool stuff with particles, but it never came close to what I was getting with After Effects and stock explosions.

The environment is rendered with the effects of the explosion, (walls buckling, those top pieces bending out, scorch marks appearing), and then the explosion was put in afterwards in After Effects.

It works really well in motion, with camera shake and sound added. Not dynamic at all-but in such a linear game I can get away with a lot!

Pyke
03-31-2012, 05:11 PM
http://www.stasisgame.com/wp-content/uploads/2012/03/teaser1.jpg

http://www.youtube.com/watch?feature=player_embedded&v=Ob6sBsxf2YE

New teaser for Stasis. ;)

You can see a glimpse of some of the cinematic stuff I've been working on!

archerx
03-31-2012, 08:14 PM
The video is looking great but the sound side could use some more work, I felt like some explosions and effects were missing. Also the little girls voice could be better maybe, too mumbly and I felt that it distracted from the atmosphere.

What has your workflow been like? Did you have everything planned from the begining?

Pyke
03-31-2012, 10:00 PM
The video is looking great but the sound side could use some more work, I felt like some explosions and effects were missing. Also the little girls voice could be better maybe, too mumbly and I felt that it distracted from the atmosphere.

What has your workflow been like? Did you have everything planned from the begining?

The cinematic bits are edited from the full cinematics in the game. The gameplay videos the same. I recorded myself playing the game, and just selected the parts that worked.

I had an idea with the voice over, and once I had it I just played around with the pacing.

Sound took around a day, with me settling on the complete silence. I think it gives it quite a 'disturbing' feel. Definitely an artistic choice more than a technical limitation!

Pyke
11-19-2012, 06:04 AM
http://www.stasisgame.com/gameplay-video-crew-quarters/

Patience is bitter, but its fruit is sweet. -Jean-Jacques Rousseau
I’m hoping that you guys will agree with me that the game play video was worth the wait.

LINK BELOW!

http://www.youtube.com/watch?feature=player_embedded&v=xhGStY7iD9k

I know it seems that I've been out of action of late, but I can promise you that I’ve been slaving away! Through 2 bouts of flu, and a house move.
Here is a game play snippet from the Crew Quarters section. Its quite difficult to record game play videos of Adventure Games when you are trying to keep the story, and puzzles secret-because without showing some of the puzzles or story, you are essentially just going to have a character walk around a room.

I’ve tried to keep you going with the bare bones of what you can explore in these areas-but rest assured that there are many many descriptions and interactions you have with the world…this game play video just shows a nice quick path through the crew quarters! All of those things you want to click on, and poke to see what they are (like the oozing breathing pile of red mush in the corner of the sleeping block…)….you can.

There are also some cool new things to notice in the video. The dialogue system is complete and working, with the ability to walk around and interact with things while the dialogue is going on. Not a big thing perhaps, but still pretty cool. There WILL be voice over in the final game The current game does have my voice in place of the voice overs, but I took them out because…well, it sounds like a guy with a South African accent reading a script. Really terrible stuff!

Its a pretty nerve wracking experience every time I release something about the game. To know that people are about to look at 100′s of hours of work…but soon STASIS will be out in the world! Well…soonish…

-Chris

archerx
11-21-2012, 02:23 PM
Beautiful as always! Seriously you're a one man game studio. The last video makes me think of the good ole interplay days of Baldur's Gate and Fallout 1 & 2.

If you release this on the iPad you'll be a very rich person!

Pyke
01-15-2013, 06:30 AM
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!
.
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!

http://www.stasisgame.com/wp-content/uploads/2013/01/Tram-Cinematic-2.jpg

http://www.stasisgame.com/wp-content/uploads/2013/01/Tram-Cinematic-1.jpg

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).

http://www.stasisgame.com/wp-content/uploads/2013/01/Abandoned-Tram-WIP.jpg

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

-Chris

fab11
01-16-2013, 09:16 AM
Hi Pyke,

great to see some progress! :applause:
This looks (again) very very nice.
It is a very good idea to give the player some cinematic sequences. I was always too very excited about the next great rendering sequence to see in a game.

Can you tell something about the status of STASIS?
Are you at 50% / 70% or something like that of the final game?

All the best for you in 2013!
And hopefully this is the year that STASIS is being released! ;)
(It is always good to have some pressure!) :twisted:

Cheers,
fab

Pyke
01-16-2013, 09:22 AM
Game wise Im passed the 50% mark (like 60%), but its a difficult thing to measure because some chapters are taking longer than I thought, and some are just a breeze to do.

Cinematic wise, I have currently about 15 - 20 minutes of them, with the final probably clocking it at around 30 minutes of fully animated sequences.

Music Im still quite early on, but Im experimenting a lot with having the game be very silent, and music coning from instances IN the game, and only occasionally having 'game music' appear. Its a balance between 'awesome' and 'boring', and trying to find that middle ground!

I havent recorded any of the voice actors, but that will be the absolute last thing I do, so I can tweak the script as I go through the game, and not have to re-record anything.

The game design and puzzle design is 100% complete. ;)

Pyke
01-18-2013, 10:45 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!

http://www.stasisgame.com/wp-content/uploads/2013/01/STASIS-Promo-1-B3.jpg

http://www.stasisgame.com/wp-content/uploads/2013/01/STASIS-Promo-2-B.jpg

-Chris

Pyke
04-05-2013, 07:40 AM
I sometimes take a break from vivisections, rotting corpses, and the cold hard floors of The Groomlake to indulge either my artistic, or game designer side. Here are a few examples of previous side projects I’ve done. My general rule is to not allow them more than 3 days, with the exception of 1KL, which was a 2 week process (but involved actually making a fully playable tech demo…so it was time well spent!).

http://www.stasisgame.com/stasis-infinite/

These side projects are honestly some of my favorite things to do, and things that I think many people really appreciate. It, in a strange way, actually focuses me MORE on STASIS by letting me step back for a few nights and just let my imagination run wild.
Of course, with BIOSHOCK being a massive influence on STASIS, I could not ignore the awesome world that Irrational Games has created with BIOSHOCK: Infinite.
Although I have not played the game (seriously, I’m HORRIBLE at finishing games. I haven’t even gotten to the planet yet in Dead Space 3), I delved into the story by watching Lets Plays, and reading up on all of the theories that went into it. Although, the thing that interested me most was the city of Collumbia! And naturally, it needed some ‘Isometricing’, because all games would look better in 2D Isometric.
So, I present to you: STASIS – INFINITE!

http://www.stasisgame.com/wp-content/uploads/2013/04/STASIS-INFINITE-B.jpg

-Chris

Syndicate
05-27-2013, 11:36 AM
Nice work Chris! I keep thinking about your Stasis project as I participated in the Indie Dev thread a while ago.
Keep up the great work, I'm sure you game is going to be epic!

Pyke
05-27-2013, 11:41 AM
Thanks man-Im still working away at it. Its a little difficult sometimes to post Work In Progress shots, because one the biggest aspects of an Adventure Game is the discovery of new areas-so I need to keep the mystery going!

Syndicate
05-27-2013, 12:12 PM
Totally understand. Funny how we think these games can be done in 6 months right? 2 years later... still chugging along!

Pyke
05-27-2013, 01:31 PM
I saw you finished your game! Congrats man!

Yeah-Im moving onto year 3 of something that was planned at 3 - 6 months....crazy!

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