Wednesday, 27 February 2013
Onwards and upwards
I have left it far too long to update my blog, with so much going on and so much to do it's difficult to remember to do it.
Well, now that I'm done with excuses, lets do this!!
A lot has changed in the last 2 - 3 weeks (I forget exactly how long it's been... :-0).
First of all we settled our four dimension ideas and the mechanics that we are going to use within them.
There's the Void (as unchanged from last time) wherein the player can teleport along a horizontal axis, and through certain walls.
We also have the Robot dimension (again, unchanged from last time) where the player will be able to extend their robotic arms to grab and latch onto surfaces.
There is the Biscuit dimension (which had been dropped - but has been resurrected!) where you can crumble down into crumb form to filter through small gaps.
And finally have the Paper dimension (again, was disbanded but now has been brought back) where you can float harmlessly down otherwise fatal drops.
We have agreed on a level design for our prototype level, which utilizes all of our mechanics and seem to be firmly set on a unified path - it's very exciting and I've much left to do, so with that in mind, 'till next time!!
Sunday, 3 February 2013
Rant
Just had a bit of a rant on the PC Gamer website, thought I may as well post it here - just feeling like that right now.
Link to the article I commented on: http://www.pcgamer.com/2013/02/03/new-splinter-cell-blacklist-video-features-ziplines-human-shields-a-crossbow/?mtc=comment-363901#comment-363901
What I said:
Link to the article I commented on: http://www.pcgamer.com/2013/02/03/new-splinter-cell-blacklist-video-features-ziplines-human-shields-a-crossbow/?mtc=comment-363901#comment-363901
What I said:
"I've played every SC game to-date and have enjoyed all of
them in one way or another, the latest two (DA and Conviction) we're different
from the Original 3 but there's always been some cool ideas rolling round in
there.
Admittedly though it seems like what we know and love about
the franchise is being casually ignored and I'm worried about where it's going,
I mean - I think the game looks good, the trailers look cool, but I don't know
if I can get it, as I feel quietly and subtly betrayed by it.
SC has always been ‘cinematic’ to a degree, even the first
game was one hell of a looker when it came out 10 years ago - but in those 10
years Sam has been battered and tested both physically emotionally, his
daughter killed, killed his own boss ect ect, but his character has always
grown, each new game felt like it was Sam following his course, even to the
last one (Conv) but now I can't even feel like Sam is Sam any more, Michael
Ironside has been voicing that character for 10 years through a ton of games
and now just like 'that', he's not the voice anymore and for what? Having the voice being worn out from
physically acting Sam rather than just acting worn out for the voice over? I
mean for God’s sake there's a reason it's called 'voice acting' and he'd done a
perfectly fine job up until now.
Hell, make your new cinematic gaming experience with all
your action set pieces and your 'all-in-one' actors, but stop labelling them
with the titles of well known and loved franchise for the sake of selling off a
boat load of copies just of the back of its name.
I guess it's done us gamers good in a way though, this kind
of one directional thinking (crossbows, ‘cinematic action’ yadda yadda) has paved the way for the
coming of Indie developers by allowing them a following of people who want to
make and play games because it’s a boat load of fun and not for the sake of
making a bunch of people rich.
Like I said before, this isn't a hate post against large developers,
I love big games and I dig cinematics and the such and like I said even this
game looks good but please, if you want a franchise to be dead, do it by making
something new and leaving it to rest in peace, don't kill it.
Either make a new Splinter Cell Game or make up a new
franchise, don't try and bring the two together.
Sorry...... rant over."
Saturday, 2 February 2013
The Ride Goes On
I'm a little late with the blogging this time round, a lot has happened in what, 2 weeks? I can't recall how long its been to be honest, but it's not relevant. Happy Stress, sound almost contradictory? I know right, I tell you it's strange, all I have been since, whenever my last post was, is stressed - and it's been great!
Geko plotline? Shot, scrapped, murdered etc etc you get the picture. Not imaginative enough we were told, so I guess the only correct response to an eye opener like that is: well... challenge accepted!
Lots of discussions have happened as our initial concept was shattered trying to come up with something wacky, original, and fun - This is our world, it and every dimensional variant of it, are our oyster.
So, the first things we decided was that our character was going to begin with only one dimension open to him - a means to introduce all movement mechanics and get the player used to the style of play. The idea was that the player would be dragged into 'the Void' by the games 'prime evil' if you will, he would defeat this 'boss', but before the player manages to destroy him it would flee, leaving behind an artefact which would allow our protagonist to switch between dimensions.
The artefact, it was agreed, will be a kind of chest piece with four straps to hold it on to the player (each strap signifying a different dimension, as there are 4 in this game) with a crystal in the centre.
Simon then came up with the idea that the Void would be a place where all lost things go, and so would be populated with things such as odd socks and such.
We then decided that you would play the game as a lost stuffed Rabbit (child's toy stuffed, not dead animal stuffed.. glad we cleared that up) and he is trapped in the void because his owner lost him. The rest follows as described above, fights boss, gets artefact, can swap dimensions. Our protagonists obvious goal is to get back to his owner while stopping the 'prime evil' of the void getting to his home dimension.
We have our four dimensions decided upon after our last session, we have 'The Void', a Robot Dimension, a Biscuit Dimension and an 'Office' Dimension.
In each of these dimensions the player and their surroundings will change to suit the dimension that they are inhabiting - for example:
Void - Player is an old tattered toy stuffed rabbit with sown on patches a missing ear and some stuffing emerging from broken seems.
Robot - Player is a robotic rabbit.
Biscuit - Player is a gingerbread rabbit.
Office - Player is an office employee with a shirt, tie and a suitcase.
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| not actual game footage.... |
I think we are all happy with the direction we are going in now, it feels a lot more like a shared vision now than it has in the past I'm looking forward to seeing some character sketches and the new Concept Doc on Monday and cracking on with some hard work to make this what we all believe it can be.
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