1st – Hospital
As I mentioned, work is progressing on
the Hospital, the first large (and honestly, largest planned) area
the player has the option to explore. As mentioned I believe in the
video, the player can decide to visit all of the open areas of the
game, or simply sprint for the ending, getting the bad ending along
the way.
The hospital, so far, is mostly just
hallways with some plan for where rooms will go. Even so, the number
of maps are staggering for just hallways (the first floor alone is
somewhere around twenty maps). With three floors, a basement, and
maybe a few extra spots to explore, it will take a some time for the
player to make their way through if they want to find everything.
Another tidbit will be the notes and
signs you are able to find littered around the game. Almost all of
them will be unreadable, at least until certain conditions are met.
This condition can be cleared right after you enter the city proper
from the house you wake up in, can be put off until just before you
leave the first city, or completely ignored until the game ends and
you're stuck having no idea what anything around you says. Some may
say this level of immersion into the game world is a bad idea. I say
it is almost required.
2nd – Demo
The second thing I want to talk about
is the upcoming demo of the game. Not only will this demo be a small
showcase of what the final project will look like, but it will also
be a good judge for me to know just how much larger the game will be
when full audio is implemented. For example, the current demo, sans
audio, comes in at a whopping eighteen megabytes. This is without the
twenty page script being recorded, background music being inserted,
and any other audio issues I find between now and the publishing of
said demo. When a later build was done, with only the voice acting
for the first room added, it tacked on another three megabytes. This
demo alone, at least in file size, my be larger than most full games
built with this engine.
That also leads me to when the demo
will be released. Seeing as the demo is more a showcase to show
people whom I want to have work on the project with me, most of the
voice over work will be done by me. During this early stage, almost
all the spoken lines are given by the main character, Ian. As more
characters are introduced later in the game, this will obviously
change. However, while I can basically record my lines at will, I
can't easily record the other character's lines. This is mainly due
to the main female character being voiced by my sister, the aspiring
voice actress Cheyenne Arseo. Her recordings will not be able to be
recorded until her finals are over mid-May. As such, the demo of
Project Silence will have a (subject to change) release date of June
2, 2015.
3rd – Music
Next, I'm going to spend a moment and
talk about the music. At the moment, I am in talks with an old
bandmate to take up the position of the Music Lead for the project. I
have heard various pieces of the music he has composed, and find it
works with what I have in mind. While I do not believe there will be
time to get pieces implemented for the demo, I do have high hopes of
his pieces giving the game the music direction it needs. More
information will follow as details get ironed out.
4th – The Future
With my twenty-sixth birthday having
happened this past week, one thing I did was take a day and really
think about where I wanted this to go. Not just this one game, but my
future in game design. When the original idea for Project Silence
came into being over a year ago, it was originally going to be a full
3D game, almost little more than a Silent Hill clone. Rough concept
sketches were made of the monsters Ian would come across. Several
ideas for the story were written out, a few of which remain in the
current version. However, lack of skill and the extreme learning
curve a title like this would give me convinced me to shelve the
idea. Instead, I took the idea into the 2D world.
Early on, some things remained. The
main map changed designs several times. One character was cut from
the game, for no other reason than his death being near impossible to
replicate in 2D. Other things, such as the voice acting, took an even
more important role. Yet this project also carries something more
damning with it, the fear of failure.
Let me say this now. Project Silence
WILL BE RELEASED.
This will also lead me to the future.
The current public release date for Project Silence is Q4 2015.
Provided I get it released by 11:59pm PST December 31, 2015 it will
meet that release window. While I may be willing to change the
release window a few months, the point is the game will eventually be
released. At that point, it will be new projects that I will work on,
some of which are already being planned in the strictest sense.
I will now publicly announce the next
future project for Arseo Productions.
Project VN
Release Window – Q4 2016
Project VN will be a visual novel, and
will spearhead one of the design branches for Arseo Productions.
Plans will include to have custom drawn characters, backgrounds, and
key visuals. Original music will be included. Full voice acting is
unknown at this time, though I do hope to have it included. More
details will come as Project Silence nears its completion.
No comments:
Post a Comment