Plan for Skye Gellmann
by Skye Gellmann · 07/17/2005 (6:11 pm) · 5 comments
Blindscape was met with much excitement yesterday at the Australian Indi Game Dev Conference... But geeeez i'm happy it's all over now!! if I have to explain in depth what our game is about ONE MORE TIME!! I might do something bad with cabbages and let me tell you, it does not include carrot.
To find out about Blindscape, go here: www.llamageek.com/misnomer.
Anyway. Here's a nice pic of a cool guy, he's actually a sound designer/ composer. I think i'm gonna get back to him too.

Reflections and where we stand STUFF:
'''''''''''''''''''''''''''''''
Right now our game is in a demo/testbed form. We are creating levels to test different aspects that will be in the finished product. If anything, we are compiling resources, writing storyline, writing new code and creating test levels right now. Blindscape seems quite feasibility as a game, and having the project start as an arts project has created many themes and ideals we want to stick to.
After coming to the conference, I've learnt so much about how people play the game. The first thing I did was simplify the controls, because it seemed to be the biggest issue. Also the way people perceive sound was interesting, because allot of people would tell me, things were one thing, when I had envisioned them to be another. We had some good incite from people who knew blind people, and made some great contacts. It's good getting all this good and bad feedback at this stage, and had some great responses from people that had been in the industry. I think I'd refer to some of them as 'excited little boys,' it was quite a complement, lol.

This is a view of a level without blackout.

This is the story, but I wont give away too much:
'''''''''''''''''''''''''''''''''''''''
The player looses his/her sight through a horrendous circumstance, which he/she cannot remember. So everyday, the player goes to a psychiatrist to recalling events to try remember what happened. The player tells the psychiatrist his/her dreams. However, what the player doesn't realize at first, that he/she is having premonitions of the future.
Bad and strange things start happening in the neighborhood - sometimes horrible. For example, you have a dream of animals being slaughtered. When you have a dream, you experience your dreams first hand and can walk around in them. The next day you go to the psychiatrist and recall the dream, but then afterwards you get a call from a detective to come down to the local pet store you used to work at. So you go to the store, and discover all the animals killed with some new weird edged weapon. These strange things continue to build until a twist point (which I wont disclose), and then the game becomes thriller/ survivor horror. Take into fact that you have been blind this whole time. We would also like to explore venerability and your power to change things.
Needless to say, we are very happy with where we are right now. It will be interesting what we actually do with the idea, from this conceptual base.
Thank you for your interest; I'll post again as soon as we have updates or a demo we want to release.
Skye Gellmann
BLINDSCAPE Designer
Misnomer Studios
www.llamageek.com/misnomer.
Ps. Any tips on recording equipment? I think I might be able to get a studio because of a contact I made at the con.
Also, does anyone know how much to pay voice actors that are not professional?
To find out about Blindscape, go here: www.llamageek.com/misnomer.
Anyway. Here's a nice pic of a cool guy, he's actually a sound designer/ composer. I think i'm gonna get back to him too.

Reflections and where we stand STUFF:
'''''''''''''''''''''''''''''''
Right now our game is in a demo/testbed form. We are creating levels to test different aspects that will be in the finished product. If anything, we are compiling resources, writing storyline, writing new code and creating test levels right now. Blindscape seems quite feasibility as a game, and having the project start as an arts project has created many themes and ideals we want to stick to.
After coming to the conference, I've learnt so much about how people play the game. The first thing I did was simplify the controls, because it seemed to be the biggest issue. Also the way people perceive sound was interesting, because allot of people would tell me, things were one thing, when I had envisioned them to be another. We had some good incite from people who knew blind people, and made some great contacts. It's good getting all this good and bad feedback at this stage, and had some great responses from people that had been in the industry. I think I'd refer to some of them as 'excited little boys,' it was quite a complement, lol.

This is a view of a level without blackout.

This is the story, but I wont give away too much:
'''''''''''''''''''''''''''''''''''''''
The player looses his/her sight through a horrendous circumstance, which he/she cannot remember. So everyday, the player goes to a psychiatrist to recalling events to try remember what happened. The player tells the psychiatrist his/her dreams. However, what the player doesn't realize at first, that he/she is having premonitions of the future.
Bad and strange things start happening in the neighborhood - sometimes horrible. For example, you have a dream of animals being slaughtered. When you have a dream, you experience your dreams first hand and can walk around in them. The next day you go to the psychiatrist and recall the dream, but then afterwards you get a call from a detective to come down to the local pet store you used to work at. So you go to the store, and discover all the animals killed with some new weird edged weapon. These strange things continue to build until a twist point (which I wont disclose), and then the game becomes thriller/ survivor horror. Take into fact that you have been blind this whole time. We would also like to explore venerability and your power to change things.
Needless to say, we are very happy with where we are right now. It will be interesting what we actually do with the idea, from this conceptual base.
Thank you for your interest; I'll post again as soon as we have updates or a demo we want to release.
Skye Gellmann
BLINDSCAPE Designer
Misnomer Studios
www.llamageek.com/misnomer.
Ps. Any tips on recording equipment? I think I might be able to get a studio because of a contact I made at the con.
Also, does anyone know how much to pay voice actors that are not professional?
About the author
#2
kudos!
07/17/2005 (8:29 pm)
Holy crap...that's probably the first video game synopsis that i've been scared of...wow. That'd be an AWESOME working title.kudos!
#3
just kidding... awesome stuff here! hope you saw the links I posted in your last .plan
07/18/2005 (7:44 am)
why is that guy's monitor off?just kidding... awesome stuff here! hope you saw the links I posted in your last .plan
#4
07/18/2005 (11:53 am)
Wow, you are using Torque for a sound only game? I have had nothing but a bad time with Audio in Torque. Did you have to make any signifigant changes to the engine to do this? Are you still using OpenAL?
#5
@Joshua.. Actually the monitor's on.. your just insane. Yup I have seen the links, it's jsut finding the time to investigate it all!
@Greg.. We've used the update some other guys were making for openAL, but obviously it's still not up to scratch in my mind. You should talk to my programmer dylan about that kind of stuff we are updating, and i shall call this post to his attention as soon as possible. But yeah.. torque was pretty bad when we first started working.. sooo shocking.
07/19/2005 (3:31 am)
@Everyone.. HAHAhaa, thanks heeps! and yes.. it is pretty awsome :P@Joshua.. Actually the monitor's on.. your just insane. Yup I have seen the links, it's jsut finding the time to investigate it all!
@Greg.. We've used the update some other guys were making for openAL, but obviously it's still not up to scratch in my mind. You should talk to my programmer dylan about that kind of stuff we are updating, and i shall call this post to his attention as soon as possible. But yeah.. torque was pretty bad when we first started working.. sooo shocking.
Torque Owner Brian "Cybore" Smith
Hostile Ai