Moonlight Horror
by Foestar · 01/19/2010 (1:39 am) · 3 comments
Project in TGEA 1.8.2
So I just figured I would post a blog since I have none atm. This is pertaining to my latest project known as: "Moonlight Horror". This is another game I intend to be free once I finish as will my other one which I choose to keep under wraps for now. But as for this project, I felt like shedding some light on what I have planned.
This game is purely a survival horror and will place the player in an antarctic base known as Owlpoint. Here is the story so far.
"You are a gun for hire who is part of a team selected for a reconnaissance mission and to restore order to an antarctic base owned by a company who focuses on environmental research. The company claims they received a transmission from the base saying one of the employees had become unstable and had caused damage to equipment as well as another employee. The inhabitants of the base locked the man in a secure room until he could be extracted. Shortly after the transmission another was recieved by a frantic employee claiming there was something in the base killing the scientists. Before any other information could be disclosed the transmission was lost.
There has been no contact with the base for several hours. The company has hired you to go in, re-establish communication and find out what the condition of the base and its inhabitants are in."
Now I know some of you are saying: "Oh like I haven't heard a story like that before." I implore you to open your minds and give it a chance. Though games can have similar plots to others they can take twists down forks you would've never thought.
As for the game play. Well the player will be put in a third person or first person perspective and be dropped into a frigid storm. Despite being geared if the player is outside too long he/she will freeze to death. (This involves a cold meter.) The player will find themselves running around outside trying to get the communications tower active..... at least until the sun goes down. This is where the day/night feature comes into play as well as the story and name of the game. During the day the player runs around searching desperately to find a way to fix communications and escape the horrors of the base. But at night, creatures come out forcing the player to be moving at all times. Ammo is limited as is the visibility outside. Inside the player can find places to hide for a time or simply try and sneak around. Worse comes to worse, the player can try pulling a Rambo which can result from losing valuable ammunition or even more valuable; your life. I would explain more about the monsters, but it's part of the story line and I would like to keep that under wraps for now until it's fully developed. I know that some players like a sort of alarm to warn them of the dangers of night. But the only alarm I intend to give is when it's time to run a certain piece of music plays and when it's safe to catch a breath another plays. Players will not have names above their heads making it harder to determine which is enemy and ally or follow someone in the storm.
The player will be dressed in a bio hazard soldier outfit kind of like HUNK from the Resident Evil (RE) series. Single player will have a story line and I intend to put in co-op as well for the story. I would also like to put in a survival mode for players to test their will to live in the frigid cold bowels of hell against others.
At the moment I am working on placement of objects in the mission, the character model and the day and night feature. As for the placement of objects in the mission: I'm still deciding on whether or not I want two missions. One for inside and one for outside. Also, the day and night feature I am trying to get to work using this resource below.
http://www.torquepowered.com/community/blogs/view/15378
The resource above I am currently working with but having trouble getting it to work the way I want it to as well as getting it's fog perfect to fit my needs since we don't have true volumetric fog yet. So I've managed to fake it quite well limiting few with fog and using a snow precipitation.
Anyone willing to give me a hand on the day/night resource I would be greatly appreciative. Also, any advice, tips or suggestions are also welcome.
If you wish to see a picture of what the current player model looks like you can view my site hosted by moonfruit at the following address. (Also have 2 pictures of what the environment looks like so far.)
NOTE: I think I used the picture also as a preview image for this blog.
http://foestarentertainment.moonfruit.com/
So I just figured I would post a blog since I have none atm. This is pertaining to my latest project known as: "Moonlight Horror". This is another game I intend to be free once I finish as will my other one which I choose to keep under wraps for now. But as for this project, I felt like shedding some light on what I have planned.
This game is purely a survival horror and will place the player in an antarctic base known as Owlpoint. Here is the story so far.
"You are a gun for hire who is part of a team selected for a reconnaissance mission and to restore order to an antarctic base owned by a company who focuses on environmental research. The company claims they received a transmission from the base saying one of the employees had become unstable and had caused damage to equipment as well as another employee. The inhabitants of the base locked the man in a secure room until he could be extracted. Shortly after the transmission another was recieved by a frantic employee claiming there was something in the base killing the scientists. Before any other information could be disclosed the transmission was lost.
There has been no contact with the base for several hours. The company has hired you to go in, re-establish communication and find out what the condition of the base and its inhabitants are in."
Now I know some of you are saying: "Oh like I haven't heard a story like that before." I implore you to open your minds and give it a chance. Though games can have similar plots to others they can take twists down forks you would've never thought.
As for the game play. Well the player will be put in a third person or first person perspective and be dropped into a frigid storm. Despite being geared if the player is outside too long he/she will freeze to death. (This involves a cold meter.) The player will find themselves running around outside trying to get the communications tower active..... at least until the sun goes down. This is where the day/night feature comes into play as well as the story and name of the game. During the day the player runs around searching desperately to find a way to fix communications and escape the horrors of the base. But at night, creatures come out forcing the player to be moving at all times. Ammo is limited as is the visibility outside. Inside the player can find places to hide for a time or simply try and sneak around. Worse comes to worse, the player can try pulling a Rambo which can result from losing valuable ammunition or even more valuable; your life. I would explain more about the monsters, but it's part of the story line and I would like to keep that under wraps for now until it's fully developed. I know that some players like a sort of alarm to warn them of the dangers of night. But the only alarm I intend to give is when it's time to run a certain piece of music plays and when it's safe to catch a breath another plays. Players will not have names above their heads making it harder to determine which is enemy and ally or follow someone in the storm.
The player will be dressed in a bio hazard soldier outfit kind of like HUNK from the Resident Evil (RE) series. Single player will have a story line and I intend to put in co-op as well for the story. I would also like to put in a survival mode for players to test their will to live in the frigid cold bowels of hell against others.
At the moment I am working on placement of objects in the mission, the character model and the day and night feature. As for the placement of objects in the mission: I'm still deciding on whether or not I want two missions. One for inside and one for outside. Also, the day and night feature I am trying to get to work using this resource below.
http://www.torquepowered.com/community/blogs/view/15378
The resource above I am currently working with but having trouble getting it to work the way I want it to as well as getting it's fog perfect to fit my needs since we don't have true volumetric fog yet. So I've managed to fake it quite well limiting few with fog and using a snow precipitation.
Anyone willing to give me a hand on the day/night resource I would be greatly appreciative. Also, any advice, tips or suggestions are also welcome.
If you wish to see a picture of what the current player model looks like you can view my site hosted by moonfruit at the following address. (Also have 2 pictures of what the environment looks like so far.)
NOTE: I think I used the picture also as a preview image for this blog.
http://foestarentertainment.moonfruit.com/
About the author
Foestar Entertainment Biohazard Entertainment
#2
01/19/2010 (4:17 pm)
looks like you are off, though the player model looks a bit weak at the moment which modeling package are you using? If you are using 3dsmax i would suggest this book for you as the character model it takes you through step by step seems to be similar to what you are trying to achieve...Good luck!
#3
@Kory, I would like to put it in T3D but for the time being I don't have the cash to shell out for it. Perhaps I can do a remake later in the future for this project. Use this one as a starting point.
@Kenneth, yeah I'm using 3ds max. There's not much to the character model yet since I've done mostly the rough outline. I've been steadily shaping it and molding armor onto him over the last few days. Just got the book, will look into it and take pointers.
01/19/2010 (8:38 pm)
Thanks@Kory, I would like to put it in T3D but for the time being I don't have the cash to shell out for it. Perhaps I can do a remake later in the future for this project. Use this one as a starting point.
@Kenneth, yeah I'm using 3ds max. There's not much to the character model yet since I've done mostly the rough outline. I've been steadily shaping it and molding armor onto him over the last few days. Just got the book, will look into it and take pointers.

Torque Owner Kory Imaginism
innovative imaginations
Your project would be perfect for T3D, with the day/night feature keep up the good work.