I know you don't know me, nor do you have any reason to expect I'll have anything to show, but perhaps I can prove you wrong and-- together-- we can create something fun.
Let me be up front about this; I'm not asking for help creating vaporware projects, I'm just putting this out because, as a survival horror fan, I hope to find people of like mind who'll enjoy this kind of thing.
So, with that out of the way, let's lay this out:
Dissonance is a single player survival-horror project that takes place aboard a deep space research ship which is found abandoned with it's repair beacon active. Our (as yet unnamed) protagonist is an independent loner who was on his way from a mining operation when his ship picked up a repair beacon ping.dis·so·nance
ˈdisənəns/
noun
Music
noun: dissonance; plural noun: dissonances
lack of harmony among musical notes.
"an unusual degree of dissonance for such choral styles"
a tension or clash resulting from the combination of two disharmonious or unsuitable elements.
He went to lend aid only to find a cacophony of klaxon alarms, bleating computers and systems spouting nonsense. The corridors are strewn with shell casings, blood and the lingering echo of a strange melody that serves as the backdrop for a trip into sci-fi horror and mischievous surrealism.
As the name might imply, the focus on this project is sound and music. Our antagonist is a fae creature who's taken over the ship and turned most of the crew into a form of zombie. Without military training, however, our protagonist will have to employ the environment in order to overcome the strange ways of the mischevous creature.
Along the way, the player will meet another fairy who may help him, or may turn on him depending on how things are handled. There'll be some puzzles with a couple different solutions, and an overall non-linear progression.
The things I really want to push in this campaign are non-linarity, character interaction and general fun. There will be a few obvious goals, but you're free to take them on however you want and some of the 'hidden' goals and objectives can be completed in any way you see fit, even ignored all together.
I'm really trying to go for a Silent Hill esque feeling insofar that psychological horror and an emphasis on what's unseen can drive emotion and so forth, combined with the obvious sci-fi elements and you (hopeully) come up with something that will keep you off balance whilst being entertaining.
Of Two Worlds
The Dawnthief
The main location is a ship called the Dawnthief (name may change). Focus here is on sci-fi shippiness with plenty of explorable bits. Rather large with a mix of different areas.
“The Other Side”
This is where things get fun. The fae realm is slowly leaking into the ship, making surreal mockeries of the ship themed in a loosely medieval style that integrates elements of tech and music themed stuff into it as appropriate for the antagonist.
Enemies
The primary enemies the player will encounter (not including the antagonist herself) will be scientist, civilian and military zombies raised from the remains of ships that have previously been drawn to the ship. They'll have a distinctly musical vibe about them and rudimentary speech about songs, poems and our antagonist's voice.
Story and Lore
Another big focus of mine will be in game story and lore along with allusions to both through the environment and (the dreaded) text/audio logs found throughout the ship. Some things will be left unsaid, because deriving your own conclusions is always more interesting.
Characters
There is one other fairy character who is roaming around with her own little story to tell, the player can handle them in any way they choose and conversations will reflect that treatment. She'll also have a special function that she fills in the story that the player can choose to participate in or not.
Realities
While this all sounds overly ambitious, I'm not expecting to get done in a week and I have a pretty good sense of how to manage my time when I'm in an editor. Judging from the syntax and structure of the engine, I'm sure I can get a fair bit done fairly quickly.
So where does this 'we' business come in?
I'm still new to mapping outside of brush based games, so I'm going to occasionally be looking for people who're more versed in this kind of editing to tell me where I'm stepping on my own feet.
I'm happy to reciprocate critiques and constructive criticism if you need it. I believe in give and take.
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After a bit of work I finally have something I'm somewhat comfortable showing to another human being (or several in this case).
I'm hoping those who are more familiar with the ins and outs of SP mapping will be willing to weigh in on the layout of this map. My aim is to create a slow build that's still engaging enough to keep people interested and curious as to what's going on (and what will happen) once we launch into the first act.
So, if someone's willing, I'd really appreciate your thoughts on the general layout of the map. Consider the end door opposite the map as the 'end point' of all things sane and reasonable.
I'm not really asking for point by point nit-pick, because that's really not what this map is ready for just yet. What I'm asking you for is a general feeling of what you experience going through the map.
You may need to adjust from the idea of hyper fast paced shoot-em up to something more sedate, think Silent Hill and that segment before you get pinned into the cage room surrounded by the kids with knives. . .
I'm always willing to critique someone else's maps in exchange of course, I believe in reciprocation and I'll do my best. :)
That said, there are a couple segments, near the platforms specifically, that you may need to fly over if you drop down, but that will get changed when I have time. The tramway tracks, likewise, will probably be the subject of some rejiggering before everything is said and done, so pplease don't take them as final product.
Hope to hear from you soon and thanks in advance!
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