WHAT IS AFTERFALL?
Afterfall is a computer game set in Central Europe destroyed in the course of a nuclear war. It is a postapocalyptic computer role-playing game (cRPG) that introduces you into a story of a search for identity.
Afterfall has been in production since the third quarter of 2005, and at the moment the Tech-Demo is being finalized - it will see the light in a matter of a couple of months. As of today, the game's design is 100% ready, all docs and concept graphics are ready, waiting to be implemented. (This stage is scheduled to begin right after the completion of the Tech-Demo).
Before Afterfall was created, the people who are collectively known as Intoxicate Interactive, worked as a loose group on Bourgeoisie. In the course of that game's design process the gaming enging has been changed, many new people joined the team, resulting in the inception of Intoxicate Interactive. Subsequently, an initially amateur project began to take on a more advanced form, eventually becoming a huge enterprise renamed to Afterfall and powered by the professional Unigine engine.
What we are certain you will never encounter in Afterfall are repeated standards and linearity. Our game gives you unconstrained freedom in your travels, in discovering new secrets hidden deep within icy wastelands, radioactive deserts, musty marshes or bustling towns coming back to life. You are going to become the protagonist of a tale about the rebuilding of the lost order. You are going to create the greatest legend of the wastelands.
The scheduled date of Afterfall's completion is 2007/2008.
WHAT IS INTOXICATE INTERACTIVE?
The idea for the game was born over two years ago. It all began in the small Polish town of Kuznia Raciborska. The core group was a trio of young, game-affectionate people. Fascinated with the creative part of virtual entertainment, they decided to take on the gaming market.
All basic decisions were discussed in person. This direct work within a small team was well coordinated and fruitful. Once all initial goals were set (game theme, world, etc.), they could move on to recruit more passionate gamers and designers. In the course of years, the group turned into a developer team, creating to make their dreams come true. The work continued in that manner for three years. What is amazing, the team managed to withstand the test of time without any financial support.
Initially, we worked remotely from our homes, contacting with other team members online or via phone. With many new and talented people in the team, our potential grew steadily, becoming crystallized in 2005 under the banner of Intoxicate Interactive.
The result is today's Intoxicate Interactive crew of forty young, skilled and perfectly trained people.
Afterfall is powered by the Unigine (http://www.unigine.com/) engine.
What does Unigine give us?
* Dynamically changing weather conditions - animated clouds, sun moving in the skies, thunderstorms, showering rain and blizzards. This will add a lot of great realistic and dynamic gameplay.
* A complex physical model - cars speeding through the wastes, enemies losing their limbs, toxic waste barrels flowing down the river. The world of Afterfall will truly be alive. To an extent possible in the radioactive, devastated wastelands.
* A terrain system - Are you fed up with games, where each hill, lake and forest looks like the other? Forget about that, you won’t find anything like that in our game. Huge, diverse locations, mutated grass in the fields, yellow leaves moving in the wind.
* An interior system - We all hate games that have to load a new location every five minutes. Unigine allows for great freedom in that respect - huge military bases with winding corridors, or caves inhabitated by mutated monsters - a little bit of everything for the wasteland dwellers.
* Visual effects - A great treat for all you pyromaniacs out there. Realistic, colorful lighting, explosions that dazzle the eye, unfortunate victims set on fire.
The visual side of the game is one of the most important factors when it comes to judging a game’s success. Afterfall has changed in that regard a few times until now, as we have decided to use the Unigine engine after many hours of discussion. One of the basic concepts was to create aesthetic and atmospheric graphics that would compete with other ongoing projects.
Complex models, that’s a certainty: a medium-sized location will have even 500 000 polygons, an average character will have around 3 000 polys, the more important ones, about 4 000 – 5 000. The player’s character will be made of 7 000 polygons, enabling us to change its look dynamically during the game, according to the changes in the character’s equipment. Each vehicle will be created from 3 000 - 4 000 polys on average, and a location with all the additional elements might be as big as 500 000 (it is possible, though, that the biggest locations will contain around a million polygons). Additionally, usual maps from Hpoly objects will be generated for characters, vehicles and props in all locations (cabinets, barrels, trash, etc.).
All of this is guaranteed to give you a high level of realism for isometric POV models, not spoiling the graphics once you switch to FPP (first person perspective). The camera will offer standard TPP (third person perspective) options, such as rotating the POV, zooming in and out, and changing the view angle. In the FPP mode, you will have the possibility to take a good look at all the elements of the game from the character’s perspective, and taking a look at the surroundings. Apart from that, the gameplay will be nicely enhanced by such features as a bullet-cam after a critical hit, or a view of a room from the perspective of a tossed grenade.
Another thing that should be mentioned is the support of the latest pixel and vertex shader technologies, allowing us to create great realistic effects like Fresnel reflections (water refraction, etc.), HDR (i.e., the possibility of using such effects like bloom or glow, what will result in realistic lighting) and PRT support (Precomputed Radiance Transfer, spherical harmonics), allowing us to simulate dynamic lighting/shading. Thanks to this, we shall give you a breathtaking transition effect between all times of day: mornings, afternoons, evenings and nights.
Another great option offered by the engine are the amazing weather effects like blizzards, sandstorms, little tornadoes and huge torrential rains, making your game an unforgettable experience. The game world will have locations regularly lashed by sandstorms, not to mention the blizzards in Russia - traveling will be impossible without proper gear or a vehicle.
You think that all the things mentioned are not possible to achieve and the values we give you are a fabrication on our behalf? Quite the contrary. The engine we are using has got very good rendering optimalisation algorithms - it calculates only the visible elements, and we are going to use LODs to improve its performance (LODs are objects of smaller complexity that substitute the standard ones, once the camera is zoomed out).
We hope that the features we have mentioned, and many more that you are going to learn of soon, will satisfy even the most demanding gamers. Below are a few screenshots and renders from the Afterfall Tech-Demo.
AfterFall promo video 1 (http://www.3ddownloads.com/nma-fallout/misc/afterfall/AfterfallPromoVideo.avi)
http://www.afterfall.pl/media/images/00001%20copy_small_special.jpg (http://afterfall.pl/media/images/00001%20copy.jpg)http://www.afterfall.pl/media/images/00057%20copy_small_special.jpghttp://www.afterfall.pl/media/images/00051%20copy_small_special.jpg (http://www.afterfall.pl/media/images/00051%20copy.jpg)http://www.afterfall.pl/media/images/00058%20copy_small_special.jpg (http://www.afterfall.pl/media/images/00058%20copy.jpg)http://www.afterfall.pl/media/images/00054%20copy_small_special.jpg (http://www.afterfall.pl/media/images/00054%20copy.jpg)
Here are a few tracks from the game's soundtrack. Some of them have never been published before, so the cgtalk community has an exclusive chance to hear and judge them. Enjoy:
# (ftp://ftp.untergrund.net/users/Veeroos/stream/Pawel_Kurylo-Jama_Demona_Pustkowi_01.ogg)Battle Theme 1 (http://www.mdobrowolski.com/mp3/afterfall/af_exclusive/battle_theme01.mp3)
# Battle Theme 2 (http://www.mdobrowolski.com/mp3/afterfall/af_exclusive/battle_theme02.mp3)
#Why Musty I Kill U? (http://landhell.fpp.pl/avp/index.php?PAGE=down&FILE=tongue_-_why_must_i_kill_you.ogg&DIR=Others/AfterFall/gyfon)
#The Wasteland (http://landhell.fpp.pl/avp/index.php?PAGE=down&FILE=tongue_-_pustkowia.mp3&DIR=Others/AfterFall/gyfon)
#Serve Fresh (http://landhell.fpp.pl/avp/index.php?PAGE=down&FILE=gyfu_-_serve_fresh.ogg&DIR=Others/AfterFall/gyfon)
#Vienna - Combat (ftp://ftp.untergrund.net/users/Veeroos/other/vien_combat.mp3)
# General's Apartments (ftp://ftp.untergrund.net/users/Veeroos/other/generals_apartments.mp3)
Undoubtedly, the element defining the gameplay is the game system. It will determine, whether our game will make the gamer spend long, sleepless nights in front of the screen. While creating Afterfall, we wanted to keep things simple and realistic, without interfering with the gameplay.
Character development is not limited by anything - the player decides when and how is the character going to develop. Upgrading the character is based on the old and tested experience point system combined with gaining levels - with each new level, the character gets a number of competence points. Using these points, the character can obtain new, otherwise inaccessible game aspects (e.g. new modes of attack). Each competence has got a partially random cost.
Another thing you can expect is an advanced mutation system, as the radioactive wastes are not the most pleasant place on Earth. Arms protruding from one's back, a third eye on one's leg or an additional set of teeth - all those await you in the world of Afterfall.
We should also mention the turn-based combat system with a refreshed approach due to our modifications. Tactics, simplicity and an end to the sluggish combat pace - these are our goals. Special combat effects will be provided thanks to a massive system of equipment modification and creation (we all dream of building a gun shooting spoons, don't we? )
Finally, let me mention a totally non-linear plot, freedom of exploring the whole map from the very start and many possible endings.
If you want to get more information about the gaming mechanics, please visit the appropriate section on our website.
Official AfterFall website (http://www.afterfall.pl/index/en/25/2)
If you want to drop as a line and tell us what you think about our project, or you need any other information, feel free to write to: email@example.com (http://firstname.lastname@example.org)
If you are interested in commercial cooperation with Intoxicate Interactive, write to: email@example.com (http://firstname.lastname@example.org)
All we have created so far has been done WITHOUT MONEY, at home, via the Internet and during a few meetings