Friday, January 20, 2012

Nathan Langdon (Complete)


Phew! Well I have basically blown the first month of Insanity 3 development on escalating my Zbrush/3ds max mastery. Definitely approaching an intermediate level of skill with both programs now.

I'll add more to this post later on when I have a minute to type, watch this space!

Thursday, January 5, 2012

Early design concepts for The Insanity 3


Happy New Year!

Just a little post about horror game concepts and my ideas towards the game.

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Fear of the unknown is the really the key to any good horror movie/game. Murky darkness in a claustrophobic environment;moody ambiance, and the occasional glimpse of something quite terrifying sparkling in the shadows.
The trouble with the Point'n'Click genre is that it doesn't lend itself too well to the edge-of-the-seat effect and sweaty hands. There's only so much you can do with static screens and shockers- therefore the third game will definitely lean more towards being a first-person adventure that borrows elements from P'n'C games yet maintains a more dynamic atmosphere and includes First Person Shooter events that you wouldn't see in other games of the genre.

Here are a few elements featured in the third game that will (hopefully) intensify the dread you get while playing.

-Quite soon into the game you'll be informed that something is hunting you in the village of Weasel Marsh. Think you can go take a pee and come back without seeing a 'Game Over' screen? Think again.

-The main character of the game Nathan Langdon carries a nine-chambered Smith & Wesson that will require a manual reload from the player. It has infinite magazines but you'll definitely have to practice getting good at the reloading to get through the boss scenes.

-You are NOT safe during captioned dialogue scenes. Some characters you may have thought were neutral will attack you suddenly after certain events have been triggered. You'll always have to have your firearm at the ready- just in case.

-Not 100% on this one yet, but the game will likely feature a game play time system. Certain events will be activated depending on how long into the game you've been playing for.
Hopefully these will help build up a better fabric for a truly terrifying horror game.

The main thing I want to 'sell' in these games is the story itself and the fun of puzzle solving, therefore I don't want people to get hitched up by scenes that require too much gamer skill (eg. The Machine- Insanity 1) . The puzzles themselves can be challenging -there's always walkthroughs- but skill can't be helped. However, a nice concept that has been used in some games of late is to have parts of a game where fast reactions and dexterity *might* get you through an event, but there is always another way if you use your brain. The Insanity 3 will feature some seemingly impassable shoot-outs, forcing the player to wonder if there isn't a simpler method to get through. The cool flip of the coin here is that players who are hardcore gamers will enjoy the challenge of battling extremely tough enemies and perhaps even get a special trophy for it.

More later-


p.s. The Prometheus trailer looks exciting doesn't it? Go YouTube it if you haven't seen it yet.

I actually pinched the 'alarm' sound effect from the 1979 Alien movie for a scene in The Insanity 2, when *Spoiler* Nathan Langdon gets abducted by Project K at the end. Thought I was safe as the movie is years old and nobody would recognize it, but they reused it in the new movie trailer- Ooops! Guess Ridley Scott thought it was creepy as hell too :-)