A conceptual design of a pilot game for my game engine.
The game will be an old-school dungeon crawling FPSRPG, where you grow your character as the game progresses, decide what equipment you want, manage your inventory, all whilst fighting approaching monsters in the near-dark.
The game plays similar to Wolfenstein 3D, but with more story and with a horror atmosphere in a sci-fi setting.
User Interface:
[3D View Window][Health/Energy]
[Message Box][Inventory]
Much like the UI of Scarab of Ra or Pathways into Darkness.
The story will be very complicated, the player will be given a small amount of understanding, but everything presented will have a deeper meaning.
It will be designed to invoke thought and investigation.
As you battle through the monsters and such, you find various artefacts, notes with information, also a lot of useless stuff, so you have to decide what is good to keep, and what is good-for-a-paper-weight. Although, what if you need to weigh down some paper?
The story-driving mechanic is the messages the different surviving people give you. The crew-members of your ship, the Conjunctive Hammer, send you audio messages, whilst the surviving crew of the attacked colony contact you through computer terminals, and some contact you in entirely unexpected ways.
The monsters will be pink and fleshy like Doom3, they crawl along hallways, walls, vents, the ceiling, some will be giant tentacles that you have to climb over and shoot the middle, I'm also considering having the player space-walk with limited oxygen to complete tasks/kill things that have latched onto the side of the space-station.
Also, I'm borrowing mechanics from various games, terminals from Marathon, Audio messages from Doom3, and the ability to talk to the dead similar to Pathways into Darkness (I love that feature).
Weapons
The game will be an old-school dungeon crawling FPSRPG, where you grow your character as the game progresses, decide what equipment you want, manage your inventory, all whilst fighting approaching monsters in the near-dark.
The game plays similar to Wolfenstein 3D, but with more story and with a horror atmosphere in a sci-fi setting.
User Interface:
[3D View Window][Health/Energy]
[Message Box][Inventory]
Much like the UI of Scarab of Ra or Pathways into Darkness.
It is the year 11 AFC (After first contact). You are a security officer of the juggernaut-ship, Conjunctive Hammer. Usually in charge of handling small brawls between crew-members, you have seen very little action.
As the Conjunctive Hammer left space-station colony XI for refuelling, a distressed beacon was activated, one of the colony's shuttle-bays had been attacked! At your desk in your office on board the Hammer, you listen to the frequency call. The sound of a crew-man's scream echoed across your empty office, followed by the colony sector's commanding officer assuring the rest of the colony and the Hammer that everything was under control.
There was a flash across the void. Followed by another. Some 22 blinding flashes of white light lit up your office, and the entire west-face of the Hammer. You press your face against the window, trying to peer through the darkness at the colony.
One of the shuttle-bays had exploded, leaving a red biomass smeared around the site of the explosion.
The frequency sounded, it was your captain calling the colony.
"Do you need assistance? Repeat, do you need assistance?"
But there was silence.
Your captain addresses you directly, "- gather some forces, take your frequency and investigate the site of the explosion. We will remain colony XI's Void Vicinity."
-----
Stepping off of your light shuttle craft, over the bodies of the 10 security marines you had taken with you from the Hammer, you peer into the darkness.
Arming your Magnum 1.21 Mega-class, you take your first ever steps into the colony.
***Begin Transmission***
...
As the Conjunctive Hammer left space-station colony XI for refuelling, a distressed beacon was activated, one of the colony's shuttle-bays had been attacked! At your desk in your office on board the Hammer, you listen to the frequency call. The sound of a crew-man's scream echoed across your empty office, followed by the colony sector's commanding officer assuring the rest of the colony and the Hammer that everything was under control.
There was a flash across the void. Followed by another. Some 22 blinding flashes of white light lit up your office, and the entire west-face of the Hammer. You press your face against the window, trying to peer through the darkness at the colony.
One of the shuttle-bays had exploded, leaving a red biomass smeared around the site of the explosion.
The frequency sounded, it was your captain calling the colony.
"Do you need assistance? Repeat, do you need assistance?"
But there was silence.
Your captain addresses you directly, "- gather some forces, take your frequency and investigate the site of the explosion. We will remain colony XI's Void Vicinity."
-----
Stepping off of your light shuttle craft, over the bodies of the 10 security marines you had taken with you from the Hammer, you peer into the darkness.
Arming your Magnum 1.21 Mega-class, you take your first ever steps into the colony.
***Begin Transmission***
...
It will be designed to invoke thought and investigation.
You play a trained security officer who was sent to quickly investigate a recent attack on a space-colony.
A number of surviving colonists and people on-board your own ship, the Conjunctive Hammer, contact you to guide you through the colony's winding darkness.
Aliens and monsters seem to be attacking this place, eliminating them would be a priority, however there are hundreds of them.
Let the people guide you through your missions, but don't trust any of them.
A number of surviving colonists and people on-board your own ship, the Conjunctive Hammer, contact you to guide you through the colony's winding darkness.
Aliens and monsters seem to be attacking this place, eliminating them would be a priority, however there are hundreds of them.
Let the people guide you through your missions, but don't trust any of them.
The story-driving mechanic is the messages the different surviving people give you. The crew-members of your ship, the Conjunctive Hammer, send you audio messages, whilst the surviving crew of the attacked colony contact you through computer terminals, and some contact you in entirely unexpected ways.
The monsters will be pink and fleshy like Doom3, they crawl along hallways, walls, vents, the ceiling, some will be giant tentacles that you have to climb over and shoot the middle, I'm also considering having the player space-walk with limited oxygen to complete tasks/kill things that have latched onto the side of the space-station.
Also, I'm borrowing mechanics from various games, terminals from Marathon, Audio messages from Doom3, and the ability to talk to the dead similar to Pathways into Darkness (I love that feature).
Weapons
- Knife
- Torch
- Magnum 1.21 Mega-class (With Dual-wielding)
- Rapid-Fire Pistol
- Close-ranged SMG (With Dual-wielding)
- Long-ranged AR
- Shotgun (With Dual-wielding)
- Super-Accurate Rifle