Important! This game is stand alone. It does not require the RPG Maker VX RTP to be installed. Newest Version: Full Version 1.0 Coming Soon!
http://i298.photobucket.com/albums/mm26 ... banner.png[/img]
Overview:
Hi all. It's me, Dark Gaia. I've always been a fan of survival horror games and horror in general, and because of the relative ease of making one and the small gameplay spans (little more than a few hours) these types of games contain, I thought I'd pay a tribute and craft one of my own on the side in between bursts of work on my main project Legionwood. I will tell you that I believe in this game I have so far captured the essense and gameplay of a survival horror game, and have crafted a truly frightening atmosphere, complete with a cryptic, mysterious story (which is connected to Legionwood in a small way, you'll see) and of course, a few genuine scares in the tradition of RRR's own Lurking Under Life. So, please, sit back, read this thread and tell me your thoughts, as I whet your appetites for the full release which should follow within the next two months Comment if you read.
(This project is of course, an update of an old project I once began called Cascade.)
The Story:
When humanity is no more, and you are the lone survivor of a worldwide catastrophy, what will you do?
The philosophy of the "multiverse" has intrigued science for generations. The ultimate question of "are we alone out there? Do other worlds, other universes, seperate dimensions much like our own truly exist?" has been pondered, debated and philosophised for centuries. Some say "parrelel universes" are somehow related to the mechanics of time. Every time the spacetime continuum reaches a junction, a great split, other dimensions can split off, to accomodate all possible paths said continuum can make, the theory goes. So, then, if we can just manipulate the timestream, alter it's flow, we could possibly open gateways to these other, twisted parrelel versions of the universe.
But time is not a thing to be meddled with. Parrelel dimensions exist seperate from our own for a reason: Some could never exist together. One would always bring the other into extinction. Are scientists philosophising our own end of days?
You open your eyes to find yourself on a mouldy, rusted metal bed. Around you, the room is crumbling. Debris and shattered artifacts litter the cracking concrete floor, and holes, cracks and plantlife line the stone walls. An old, dusty lantern lies on a collapsed wooden shelf above your head. You take it and set it alight, sending an eerie, obscuring illumination through your ruinous sorroundings.
Then, you begin to wonder where you are, and why. Your name is but the only thing you can remember, nothing else exists in your empty mind. So, then, why are you here? You alone, in a place that looks as if it has been devoid of humanity for centuries?
You pick up the lantern, take a last look at the abandoned, dillapidated room you've awoken into, then walk to the collapsing door, kick it open, and begin to walk into the dark, woebegone corridor outside, where the ruination is even more evident, hundred year old bones litter the ground, plantlife completely covers the stone and concrete, and where strange howls can be heard in the far off darkness.
Something has happened. What is this vast complex you have found yourself in? What was being conducted here? What are the strange creatures that prowl the empty rooms, buildings and corridors, and what happened to all who once lived here? Are you alone in the world? And finally, who are you, and why have you survived that which nobody else has?
Game Concept:
One Night is the tale of humanity's end. It is a story of the aftermath, of a doomsday humankind brought upon itself, and the unfortunate consequence of meddling with the foundations of space. With One Night, I have been influenced by movies such as I Am Legned. 28 Days Later and games such as Half Life, in which the characters explore the ruins of a once functioning society, trying to pick up the pieces in a world where humanity has been taken out of existence. I want you to feel the sorrow and the intrigue of exploring environments that were once the epicenters of human existence, but now are dull, empty and lonely. I want you to try to find out what has happened, and why you are left. And I want you to get scared of the bleak, lifeless reality you have found yourself in. Will you be compelled to discover the secrets this world holds? Are you ready to try and fathom how such a terrible calamity has occured?
One Night conforms to basic fundamentals of survival horror gameplay. You know the deal: explore environments, get scared, read clues, find items, solve puzzles and follow the story. There are enemies out there stalking you too, and these creatures are smart. They can track you, follow you from room to room, communicate and set traps. They want you dead. In order to increase the atmosphere of One Night, I have taken away your ability to fight the monsters. You can find self defense items such as Stun Guns, but in the end, your ultimate strategy is to run, hide or capture. If a monster catches you, you will sustain a wound, and after you sustain three wounds, you're dead! It's that simple! In your efforts to survive around these mysterious and bizzare creatures, you'll need to utilize the many items you find in One Night to defend yourself, such as:
Stun Guns:
Stun Guns are self defense weapons. A Stun Gun, once found, will remain in your inventory until you get captured by a monster, in which case it will stun the monster and prevent you sustaining a wound. The monster will remain stunned for about fifteen seconds.
Knives:
Knives are another type of self defense weapon. Knives remain in your inventory until you get caught by a monster, in which case your character sticks the knife into the monster, making it let go and preventing you from sustaining a wound. The monster is not stunned however.
Syringes:
These rare syringes (there's only about 3 in the game) are filled with a special solution that was designed to counter the monsters back when the humans were still struggling to survive. If you are caught by an enemy, your character will stab the enemy with the syringe, permanently killing the enemy and preventing you from sustaining a wound.
First Aid Packs
These fairly hard to find packs are filled with potent freeze preserved medical supplies. You can carry as many as you want, and using one at any time will heal any wounds you may have recieved.
Game Features:
1. An expansive, atmospheric survival horror experience, the first of it's kind ever seen on the RPG Maker VX engine.
2. A complex, twisting and intriguing story of science, despair and death, dealing with the mechanics of time and the philospophies of other worlds and connected to Legionwood in a small way too!
3. A streamlined, Silent Hill style menu system designed to cater to the survival horror genre, featuring item managment, map managment and clue logging.
4. A repetoire of custom graphics and a soundtrack composed mostly of custom (and exclusive) tracks and sounds add together to create a truly frightening, immersive atmosphere, complete with genuine and terrifying jump out scares!
5. Completely captures the gameplay style of the survival horror genre. Explore the game's 6 eerie environments, find keys, maps, items and clues, read cryptic books and reports to work out the story, solve puzzles, avoid terrifying creatures and try to find your way to the game's conclusion.
6. Face dynamic, totally unscripted enemies who work in packs, follow you from room to room, communicate and set traps and ambushes for you. How will you survive!?
7. A collection of custom scripts by renowned scripters used to enhance the game, such as Asdren's Puzzle Game Menu, Moon's Real Time Lighting and Shadows, Syvkal's Dynamic Lighting, the innovative Stealth Detection System and more!
8. Every aspect of the game is designed and extensively researched to invoke a feeling of unsettlment in the player. The graphics, sights, sounds, enemies, plot details and puzzles, every part is designed to shake you up inside, providing a truly disturbing adventure.
Screenshots:
http://i298.photobucket.com/albums/mm26 ... 1shotf.png[/img]
http://i298.photobucket.com/albums/mm26 ... 1shote.png[/img]
http://i298.photobucket.com/albums/mm26 ... 1shotd.png[/img]
http://i298.photobucket.com/albums/mm26 ... 1shotc.png[/img]
http://i298.photobucket.com/albums/mm26 ... 1shotb.png[/img]
http://i298.photobucket.com/albums/mm26 ... 1shota.png[/img]
Download:
No download or demo is currently available, but since this game will be relatively short (about 3 hours of gameplay or so), the full version should be ready sometime before Febuary. Keep an eye out for it! Since this game is so short, I feel that a demo of it would be so short as to be almost devoid of gameplay, so I've decided to just plug on and release the full version right up.
Special Thanks/Last Notes:
Firstly, I'd like to thank DM dotto for the custom graphics and Newgrounds Audio Portal for the custom music and ambient sounds. I'd like to also thank The Man and Min Chan, whose Lurking Under Life and Ravenwood Horror games proved an invaluable inspiration on how to present and craft a scary game in RPG Maker. Finally, I'd like to thank RRR for hosting and supporting this game, and Ark Reaver for providing gameplay ideas and volunteering to be beta tester.
http://i298.photobucket.com/albums/mm26 ... banner.png[/img]
Overview:
Hi all. It's me, Dark Gaia. I've always been a fan of survival horror games and horror in general, and because of the relative ease of making one and the small gameplay spans (little more than a few hours) these types of games contain, I thought I'd pay a tribute and craft one of my own on the side in between bursts of work on my main project Legionwood. I will tell you that I believe in this game I have so far captured the essense and gameplay of a survival horror game, and have crafted a truly frightening atmosphere, complete with a cryptic, mysterious story (which is connected to Legionwood in a small way, you'll see) and of course, a few genuine scares in the tradition of RRR's own Lurking Under Life. So, please, sit back, read this thread and tell me your thoughts, as I whet your appetites for the full release which should follow within the next two months Comment if you read.
(This project is of course, an update of an old project I once began called Cascade.)
The Story:
When humanity is no more, and you are the lone survivor of a worldwide catastrophy, what will you do?
The philosophy of the "multiverse" has intrigued science for generations. The ultimate question of "are we alone out there? Do other worlds, other universes, seperate dimensions much like our own truly exist?" has been pondered, debated and philosophised for centuries. Some say "parrelel universes" are somehow related to the mechanics of time. Every time the spacetime continuum reaches a junction, a great split, other dimensions can split off, to accomodate all possible paths said continuum can make, the theory goes. So, then, if we can just manipulate the timestream, alter it's flow, we could possibly open gateways to these other, twisted parrelel versions of the universe.
But time is not a thing to be meddled with. Parrelel dimensions exist seperate from our own for a reason: Some could never exist together. One would always bring the other into extinction. Are scientists philosophising our own end of days?
You open your eyes to find yourself on a mouldy, rusted metal bed. Around you, the room is crumbling. Debris and shattered artifacts litter the cracking concrete floor, and holes, cracks and plantlife line the stone walls. An old, dusty lantern lies on a collapsed wooden shelf above your head. You take it and set it alight, sending an eerie, obscuring illumination through your ruinous sorroundings.
Then, you begin to wonder where you are, and why. Your name is but the only thing you can remember, nothing else exists in your empty mind. So, then, why are you here? You alone, in a place that looks as if it has been devoid of humanity for centuries?
You pick up the lantern, take a last look at the abandoned, dillapidated room you've awoken into, then walk to the collapsing door, kick it open, and begin to walk into the dark, woebegone corridor outside, where the ruination is even more evident, hundred year old bones litter the ground, plantlife completely covers the stone and concrete, and where strange howls can be heard in the far off darkness.
Something has happened. What is this vast complex you have found yourself in? What was being conducted here? What are the strange creatures that prowl the empty rooms, buildings and corridors, and what happened to all who once lived here? Are you alone in the world? And finally, who are you, and why have you survived that which nobody else has?
Game Concept:
One Night is the tale of humanity's end. It is a story of the aftermath, of a doomsday humankind brought upon itself, and the unfortunate consequence of meddling with the foundations of space. With One Night, I have been influenced by movies such as I Am Legned. 28 Days Later and games such as Half Life, in which the characters explore the ruins of a once functioning society, trying to pick up the pieces in a world where humanity has been taken out of existence. I want you to feel the sorrow and the intrigue of exploring environments that were once the epicenters of human existence, but now are dull, empty and lonely. I want you to try to find out what has happened, and why you are left. And I want you to get scared of the bleak, lifeless reality you have found yourself in. Will you be compelled to discover the secrets this world holds? Are you ready to try and fathom how such a terrible calamity has occured?
One Night conforms to basic fundamentals of survival horror gameplay. You know the deal: explore environments, get scared, read clues, find items, solve puzzles and follow the story. There are enemies out there stalking you too, and these creatures are smart. They can track you, follow you from room to room, communicate and set traps. They want you dead. In order to increase the atmosphere of One Night, I have taken away your ability to fight the monsters. You can find self defense items such as Stun Guns, but in the end, your ultimate strategy is to run, hide or capture. If a monster catches you, you will sustain a wound, and after you sustain three wounds, you're dead! It's that simple! In your efforts to survive around these mysterious and bizzare creatures, you'll need to utilize the many items you find in One Night to defend yourself, such as:
Stun Guns:
Stun Guns are self defense weapons. A Stun Gun, once found, will remain in your inventory until you get captured by a monster, in which case it will stun the monster and prevent you sustaining a wound. The monster will remain stunned for about fifteen seconds.
Knives:
Knives are another type of self defense weapon. Knives remain in your inventory until you get caught by a monster, in which case your character sticks the knife into the monster, making it let go and preventing you from sustaining a wound. The monster is not stunned however.
Syringes:
These rare syringes (there's only about 3 in the game) are filled with a special solution that was designed to counter the monsters back when the humans were still struggling to survive. If you are caught by an enemy, your character will stab the enemy with the syringe, permanently killing the enemy and preventing you from sustaining a wound.
First Aid Packs
These fairly hard to find packs are filled with potent freeze preserved medical supplies. You can carry as many as you want, and using one at any time will heal any wounds you may have recieved.
Game Features:
1. An expansive, atmospheric survival horror experience, the first of it's kind ever seen on the RPG Maker VX engine.
2. A complex, twisting and intriguing story of science, despair and death, dealing with the mechanics of time and the philospophies of other worlds and connected to Legionwood in a small way too!
3. A streamlined, Silent Hill style menu system designed to cater to the survival horror genre, featuring item managment, map managment and clue logging.
4. A repetoire of custom graphics and a soundtrack composed mostly of custom (and exclusive) tracks and sounds add together to create a truly frightening, immersive atmosphere, complete with genuine and terrifying jump out scares!
5. Completely captures the gameplay style of the survival horror genre. Explore the game's 6 eerie environments, find keys, maps, items and clues, read cryptic books and reports to work out the story, solve puzzles, avoid terrifying creatures and try to find your way to the game's conclusion.
6. Face dynamic, totally unscripted enemies who work in packs, follow you from room to room, communicate and set traps and ambushes for you. How will you survive!?
7. A collection of custom scripts by renowned scripters used to enhance the game, such as Asdren's Puzzle Game Menu, Moon's Real Time Lighting and Shadows, Syvkal's Dynamic Lighting, the innovative Stealth Detection System and more!
8. Every aspect of the game is designed and extensively researched to invoke a feeling of unsettlment in the player. The graphics, sights, sounds, enemies, plot details and puzzles, every part is designed to shake you up inside, providing a truly disturbing adventure.
Screenshots:
http://i298.photobucket.com/albums/mm26 ... 1shotf.png[/img]
http://i298.photobucket.com/albums/mm26 ... 1shote.png[/img]
http://i298.photobucket.com/albums/mm26 ... 1shotd.png[/img]
http://i298.photobucket.com/albums/mm26 ... 1shotc.png[/img]
http://i298.photobucket.com/albums/mm26 ... 1shotb.png[/img]
http://i298.photobucket.com/albums/mm26 ... 1shota.png[/img]
Download:
No download or demo is currently available, but since this game will be relatively short (about 3 hours of gameplay or so), the full version should be ready sometime before Febuary. Keep an eye out for it! Since this game is so short, I feel that a demo of it would be so short as to be almost devoid of gameplay, so I've decided to just plug on and release the full version right up.
Special Thanks/Last Notes:
Firstly, I'd like to thank DM dotto for the custom graphics and Newgrounds Audio Portal for the custom music and ambient sounds. I'd like to also thank The Man and Min Chan, whose Lurking Under Life and Ravenwood Horror games proved an invaluable inspiration on how to present and craft a scary game in RPG Maker. Finally, I'd like to thank RRR for hosting and supporting this game, and Ark Reaver for providing gameplay ideas and volunteering to be beta tester.