SamuKata
absent_dogma
absent_dogma

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New Project: Key points, project description and plans

Good day, dear Viewers!

The transition from working on one project to our new project was smooth, as I never lost sight of it: one way or another, new ideas appeared, others changed, and I steadily planned the project.
Now I have more time to devote myself to it, and the tools are ready to go.

Preamble.

An impressive amount of time has passed since I once announced an upcoming project, and I remember how I saw it then and what metamorphoses have been happening to it during that time. And all the time that it was and remains a mystical thing-in-itself, no matter how bizarre it sounds, it was constantly changing.

I still hesitate to reveal all the details of the project, because everything has its time.
However, I don't think that I'm in a position where I can afford to speculate on interest in the project, so the main points must be said.
And you must understand why it might be interesting to you.

Main theses of the project.

From a technical point of view it is a 3D RPG in a dark fantasy setting with elements of stealth-action, platformer, puzzle, and other less pronounced ones.
The game will be full of explicit scenes and “adults only” content.

In films and TV series, there is the concept of “logline” - a very brief summary of the dramatic and logical essence. Well, this is a game in a dark, unforgiving fantasy world where the heroine will die when she can comprehend it. So the point of the game is to die? Not at all. The point is the journey from one point to another. It definitely reminds me of something.

Does the project already have a name? Yes, but I'll use the working title for now.

Game-in accents (current, in descending order).

The order of emphasis given does not reflect what quality a particular aspect of the game will gain but indicates what, in my opinion, (or objectively necessary to implement other aspects of the game) should give the player interesting gameplay and get priority in work. The story can be endlessly interesting, but it can't make the game a game. From previous experience, I understand that the game must be made with the highest possible quality; it must be convenient and, most often, intuitive. This will take time and effort.

As the project develops, I will show each component of the game described above, as well as other aspects of the game.

Descriptive characteristics of the game.

"The World" is changing. Constantly. You won't always know this.
It is tough. It is neither big nor small. But getting to know it better, you will become part of it.
Life is a luxury and a small coin. You'll have to pay something.
Everything needs to be learned. Sometimes once again.
Is it possible for an ordinary person to defeat a crowd? Defeat
one first.
What moral boundaries in this world cannot be overcome? It's up to the Main Character to decide.
You can be hasty, you can be balanced.
Some events are linear. Others are flexible in their choice. "The World" will tell you.

This artistic description is a veiled context for the game.
I apologize if it came out too lyrical.

This is (see attachments to view scheme in higher resolution)  a current example of how part of the logical scheme for creating the project looks in general terms. In this case, as before (several relatively successful attempts), I decided to start with creating a character, not an environment (or creating an engine, as the Atlanteans of the gaming industry did before and then gifted it to us). This seemed very logical to me, considering that the entire plot revolves around the MC and the events that happen specifically to her.

As a result, the character can be tested at testing grounds and then continue the work according to the plan step by step.

Afterword.

Today I told more than I originally planned. For me this is both a challenge and a relief at the same time.

I had to say how I see the project and in which direction it will move. I'm glad it's no longer a secret to you. By describing rather specific things, there is a chance of not coping with the task because this is a challenge for your skills and experience. Now I have to materialize it.
I see no reason not to do this.

I understand that various questions may arise from you. I will try to answer them as the project develops. Next month, in January, I will show the progress we have.

Let's see if you can do it,
Absent.Dogma

New Project: Key points, project description and plans New Project: Key points, project description and plans

Comments

Good day, Evil-twin! I cannot compare the future project with any currently existing one for two reasons: the many sources of ideas and the unfinished form of the project itself. When I collect ideas for a project, I take the ones that, in my opinion, are the most uncommon and non-casual. I want to put something what impress player in the game. Usually, in the first minutes of process this feeling arises subconsciously. What impressed me once long ago was the different, albeit simple, fighting styles in Gothic 1. I will try to convey these feelings in my project in one form or another.

absent.dogma

Thanks for the introduction to your new game. Sounds really exciting. For me to even better understand your game I have on question: To what existing popular game would you compare your game (gameplay-wise) with most? For me it sounds a lot like Last of Us 2 from a gameplay perspective. Would you agree/disagree?

evil-twin

I hope we both find out what will happen in the end.

absent.dogma

So are you saying the main character will die in the end of it?

CyberShadow

This looks Amazing !

MTB


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