Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.


Topics - Midian Design

Pages: [1]
1
Completed Game Announcements / Oz Orwell and the Exorcist
« on: 14 Oct 2016, 07:50 »


Languages: English / Italian
Age: 14+
Resolution: 1024x768
A game by: Danilo Cagliari
English Translation: Paul Giaccone
Help & Beta Test: Arj0n

[embed=640,360]http://youtu.be/e8ZqTGtZ6wc[/embed]

AVAILABLE HERE: BUY NOW!

It's been three years since his misadventures at Angst Mansion. Oz Orwell, owner of the website Ghosts & Mansions, is desperate.

His work consists of visiting places presumed to be haunted with his video camera and documenting apparitions or suspicious noises. To tell you the truth, nothing has ever happened during his on-site investigations (unless we include Angst Mansion, but nothing was documented on that occasion), and Oz has always had to fabricate his videos with fake audio and cheap-looking computer graphics. We said Oz is desperate; in fact, his website is no longer a success. It's got to the point where no one trusts his productions and the greatest horror of all is about to hit him: closing down Ghosts & Mansions and getting a real job. A real job...



That's the mother of all fears for Oz, apart from ghosts! Before giving in, though, he plans to play one last card. Some time ago, another character has entered the limelight and attracted even more of the media's attention than he did; someone known only as the Exorcist. This character has acquired enormous wealth thanks to donations collected in various ways: at lectures, demon exorcism masses, ghosts expelled from private residences and other dubious activities linked to the world of the paranormal.



Now is a good time to point out that the Exorcist has nothing to do with the Church. He is not a priest, and neither is he a believer or a church-goer. He lives in an abandoned, crumbling building, a former mental asylum in the English countryside, which, it is said, is home to ghosts, souls who cannot abandon the limbo in which they find themselves and who live with this mysterious figure. Essentially, it's a carnival of horror clichés: an exorcist, an abandoned mental asylum, ghosts for company and a self-styled paranormal investigator looking for a scoop.



Oz's plan is simple: he has got hold of the Exorcist by phone and has suggested making a documentary in order to boost his credibility, a documentary which will put all the merits of his work on display, an interview intended to emphasise his credibility and trustworthiness (something that none of the media have ever wanted go near), and footage of the ghosts that live in the building. By doing this, the Exorcist will benefit from the documentary, Oz will finally have some real videos to offer on his website, and... he won't have to look for a real job! Oz thought it would be hard work to convince the Exorcist (given that Ghosts & Mansions' reputation was hardly a foot in the door), but everything was extremely simple.



The man turned out to be available and free at the weekend; there was just enough time to book a flight, pack his bags and share the news on his website and social media:

"Hey, people! Look out for for a bombshell of a story: I'm going to meet the Exorcist! Get ready for a long interview, video clips of ghosts and who knows what else! Keep an eye on Ghosts & Mansions... Regards, OzO!"


more info @ http://www.midiandesign.com





2
AGS Games in Production / Shadow Wars
« on: 31 May 2015, 13:22 »
This secondary project is being made in 320x240. It will be developed within a lower pace than the other hi-res games by Midian Design, but will for sure be released. Sooner or later... (2036?) :)

> DEMO - DOWNLOAD <



1959. The world is ruled by Hitler, who led World War II.

[embed=640,480]http://youtu.be/iBYQRIG2nzY[/embed]

The technology is in the hands of two superpowers: the Tesla Group, based in Neo Eboracum, and the Einstein Dynamic, based in Berlin.





The first one is specialized in nanotechnology, the second one in the production of steam machines and steam powered robots.
Our protagonist, Morgan Gibson, is a private investigator who despite the Regime, manages to survive thanks to small assignments.



While working on a case of adultery, during his stakeout, he receives a strange text message from Temperance, his wife, discovering she has disappeared into thin air. She was recently working for the Tesla Group, so his research has to start from there...



*

*Last screenshot: Piotr has the mind of a child, he never speaks but he's one of the best bomb expert around. Faith is the leader of the Resistance and Heath, Faith's brother, is an expert in many types of technology.


3
Get the game in an IndieGala bundle! https://www.indiegala.com/monday



The Apotheosis Project is now available! Get it exclusively from the official site with a small introductory discount:
http://www.ApotheosisProject.co.uk/

or from our recently updated site
http://www.Screen7.co.uk/

Note: It hasn't quite been activated on Desura yet, so if you choose Deal 1 you will be given a key but may not be able to activate it until next week.

Get the demo here.

[embed=720,540]http://youtu.be/9j2mpnbXS2s[/embed]

Features:

- Full English voice acting with large cast starring Lynsey Frost and Jesse Gunn
- 2 characters
- Simple, intuitive interface
- Many items to collect, not all of which can be used
- Help button
- Dark humour in a story unsuitable for younger players



Penelope Barker and Aaron S. Reid are agents of the extra-governmental Pandora Global Corp,
which works in parallel with the CIA. Unbeknown to them, they are also guinea pigs in an
ambitious and dangerous project.
In fact, the corporation is experimenting with a modification to DNA that is capable of
altering the faculties of the guinea-pig subjects, thereby granting them powers beyond the
ordinary.



Powers that are suppressed by means of an antidote (administered without their
knowledge while they are in the organisation's offices) and activated by voice command:
from that moment on, the agents act like automata, under the total control of the corporation.
Penelope develops the ability to generate dangerous energy, sending out from her hands
in a beam, while Aaron can bring about alterations to space-time and hence interact
with other dimensions.                         

Unaware of their condition, they set off on one of the missions intended to realise
"Project Apotheosis", the implications of which are unknown to all taking part in
it save Pandora Parlow, the president of the organisation.
The two agents must simply recover ancient artefacts that have carvings that resemble
maps...
When they meet their contact and his colleagues, things escalate: the money in their
possession is found to be counterfeit and they end up being taken to a place that
strongly resembles a prison and are jailed. During the course of events, Penelope
and Aaron discover that the individuals unknown to them up until that time are in
turn members of an organisation based on the same deserted island as the prison.



Now that they are locked up and no longer being administered the antidote, their
powers will be reawoken and will enable them to escape, at least from the prison:
escaping from the island will be much harder. A complete absence of equipment,
the parallel dimensions that impinge on reality and a severe lack of help, given
that the island is sparsely populated, will make the task impossible.



http://www.ApotheosisProject.co.uk/

http://www.Screen7.co.uk/


http://www.midiandesign.com/


4
AGS Games in Production / [ PENDING ] Oz Orwell and the Exorcist
« on: 21 Mar 2014, 09:33 »


Game by: Danilo Cagliari
Executive Producer: Mods
Additional Help: Arj0n
English Translation: Paul Giaccone
Beta Test: Arj0n, Paul Giaccone, Livia Viganò, Adriana Russo, Fjord Cagliari.
Languages: English/Italiano
Resolution: 1024x768 32bit

- Story 100%
- Graphics 50%
- Puzzles 50%
- Scripting 50%
- Music/sound 80%

[embed=720,540]http://youtu.be/0mVH1PPXXW4[/embed]

Features:

- Full voice acting (Screen7)
-The characters will be rendered according to the lighting in the scene for a more uniform visual result.
- Simplified interaction system based on mouse only (right click to examine, left click to interact, no visible icon)
- Many items to collect, not all of which can be used
- Help button



It's been three years since his misadventures at Angst Mansion. Oz Orwell, owner of the website Ghosts & Mansions, is desperate. His work consists of visiting places presumed to be haunted with his video camera and documenting apparitions or suspicious noises. To tell you the truth, nothing has ever happened during his on-site investigations (unless we include Angst Mansion, but nothing was documented on that occasion), and Oz has always had to fabricate his videos with fake audio and cheap-looking computer graphics.
We said Oz is desperate; in fact, his website is no longer a success. It's got to the point where no one trusts his productions and the greatest horror of all is about to hit him: closing down Ghosts & Mansions and getting a real job.



A real job... That's the mother of all fears for Oz, apart from ghosts! Before giving in, though, he plans to play one last card. Some time ago, another character has entered the limelight and attracted even more of the media's attention than he did; someone known only as the Exorcist. This character has acquired enormous wealth thanks to donations collected in various ways: at lectures, demon exorcism masses, ghosts expelled from private residences and other dubious activities linked to the world of the paranormal.
Now is a good time to point out that the Exorcist has nothing to do with the Church. He is not a priest, and neither is he a believer or a church-goer. He lives in an abandoned, crumbling building, a former mental asylum in the English countryside, which, it is said, is home to ghosts, souls who cannot abandon the limbo in which they find themselves and who live with this mysterious figure. Essentially, it's a carnival of horror clichés: an exorcist, an abandoned mental asylum, ghosts for company and a self-styled paranormal investigator looking for a scoop.



Oz's plan is simple: he has got hold of the Exorcist by phone and has suggested making a documentary in order to boost his credibility, a documentary which will put all the merits of his work on display, an interview intended to emphasise his credibility and trustworthiness (something that none of the media have ever wanted go near), and footage of the ghosts that live in the building. By doing this, the Exorcist will benefit from the documentary, Oz will finally have some real videos to offer on his website, and... he won't have to look for a real job!
Oz thought it would be hard work to convince the Exorcist (given that Ghosts & Mansions' reputation was hardly a foot in the door), but everything was extremely simple. The man turned out to be available and free at the weekend; there was just enough time to book a flight, pack his bags and share the news on his website and social media:
"Hey, people! Look out for for a bombshell of a story: I'm going to meet the Exorcist! Get ready for a long interview, video clips of ghosts and who knows what else! Keep an eye on Ghosts & Mansions... Regards, OzO!"




more info @
https://www.facebook.com/midiandesign
http://www.midiandesign.com




5


Game & Story: Midian Design (Danilo Cagliari)
Game Translation [english]: Paul Giaccone
Beta Test & Help: Arj0n, Paul Giaccone, Pan, Flavio Soldani.

Three years have passed since Bob Marshall and Neena joined the Quantumnaut Fleet, the controllers of the space-time paradoxes of the Multiverse.
Thanks to a fortunate and rapid series of connected coincidences and his incredible capacity for adapting to the most desperate of situations, Bob managed to get himself promoted to the rank of Captain very quickly...
And obviously managed to get his very own Quantumship, the "Higgins One".



But not everything in the garden was rosy. Envy was present even on board the Quantumnaut Orbital Station.
Several months earlier, Neena had become Bob's wife, but Colonel Fen'Herh had not stopped pestering her with his insistent advances.
What better way to get rid of Bob than to send him on a mission with no possibility of return, to the edges of the "Immense Black", the largest supermassive black hole ever discovered?



Unbelievably, Bob found himself reliving the same situation from three years before. This time it wasn't the fault of Space Pirates, but the total lack of understanding on his part of things such as "event horizons" and "singularities".
The Quantumship managed to escape the grasp of the "Immense Black" just in time, but the reactors, now damaged, wouldn't allow a "jump" towards the Orbital Station.



The only hope of salvation was a small planet, the first one that could be reached from the place the accident had occurred to try to land gently on its surface, and to hope that there was a population there to interact with.
Perhaps a peaceful one.
The journey lasted around two months, but fortunately he managed to land there.



He discovered very quickly that not only was "Tir" inhabited, but that he found himself in a potentially privileged situation. The inhabitants, robots, worshipped him immediately, declaring him as "God returned to save them".
For some, however, Bob absolutely was not a divinity, but a normal being, as normal as their creators were, called the "Ancient Astronauts" by the atheists (yes, even among robots there can be atheists).
Being a god might be nice (enemies notwithstanding), but Neena was definitely more important, and Colonel Fen'Herh couldn't go unpunished.

Video & more: CLICK HERE!



6


Get the demo here.

[embed=720,540]http://youtu.be/9j2mpnbXS2s[/embed]

[embed=720,540]http://youtu.be/pt9cDGgH1nA[/embed]

Game by: Danilo Cagliari
Translation: Paul Giaccone
Help & PR: Arj0n
Beta Test: Arj0n, Paul Giaccone, Flavio Soldani, Pan.
Languages: English/Italiano
Resolution: 1024x768 32bit

- Story 100%
- Graphics 100%
- Puzzles 100%
- Scripting 100%
- Music/sound 100%
- Inspirations: Fringe, X Files, The Manchurian Candidate, Naked Lunch.



Features:

- Full voice acting (finally!)
- 2 characters
- Simple, intuitive interface
- Many items to collect, not all of which can be used
- Help button
- Dark humour in a story unsuitable for younger players

Penelope Barker and Aaron S. Reid are agents of the extra-governmental Pandora Global Corp,
which works in parallel with the CIA. Unbeknown to them, they are also guinea pigs in an
ambitious and dangerous project.
In fact, the corporation is experimenting with a modification to DNA that is capable of
altering the faculties of the guinea-pig subjects, thereby granting them powers beyond the
ordinary.



Powers that are suppressed by means of an antidote (administered without their
knowledge while they are in the organisation's offices) and activated by voice command:
from that moment on, the agents act like automata, under the total control of the corporation.
Penelope develops the ability to generate dangerous energy, sending out from her hands
in a beam, while Aaron can bring about alterations to space-time and hence interact
with other dimensions.                         

Unaware of their condition, they set off on one of the missions intended to realise
"Project Apotheosis", the implications of which are unknown to all taking part in
it save Pandora Parlow, the president of the organisation.
The two agents must simply recover ancient artefacts that have carvings that resemble
maps...
When they meet their contact and his colleagues, things escalate: the money in their
possession is found to be counterfeit and they end up being taken to a place that
strongly resembles a prison and are jailed. During the course of events, Penelope
and Aaron discover that the individuals unknown to them up until that time are in
turn members of an organisation based on the same deserted island as the prison.



Now that they are locked up and no longer being administered the antidote, their
powers will be reawoken and will enable them to escape, at least from the prison:
escaping from the island will be much harder. A complete absence of equipment,
the parallel dimensions that impinge on reality and a severe lack of help, given
that the island is sparsely populated, will make the task impossible.



more info @ http://www.midiandesign.com


7


Game & Story: Midian Design (Danilo Cagliari)
Game Translation [english]: Paul Giaccone
Beta Test & Help: Arj0n, Paul Giaccone, Pan, Flavio Soldani.

- Story 100%
- Graphics 100%
- Scripting 100%
- Music/sound 100%

Three years have passed since Bob Marshall and Neena joined the Quantumnaut Fleet, the controllers of the space-time paradoxes of the Multiverse.
Thanks to a fortunate and rapid series of connected coincidences and his incredible capacity for adapting to the most desperate of situations, Bob managed to get himself promoted to the rank of Captain very quickly...
And obviously managed to get his very own Quantumship, the "Higgins One".



But not everything in the garden was rosy. Envy was present even on board the Quantumnaut Orbital Station.
Several months earlier, Neena had become Bob's wife, but Colonel Fen'Herh had not stopped pestering her with his insistent advances.
What better way to get rid of Bob than to send him on a mission with no possibility of return, to the edges of the "Immense Black", the largest supermassive black hole ever discovered?



Unbelievably, Bob found himself reliving the same situation from three years before. This time it wasn't the fault of Space Pirates, but the total lack of understanding on his part of things such as "event horizons" and "singularities".
The Quantumship managed to escape the grasp of the "Immense Black" just in time, but the reactors, now damaged, wouldn't allow a "jump" towards the Orbital Station.



The only hope of salvation was a small planet, the first one that could be reached from the place the accident had occurred to try to land gently on its surface, and to hope that there was a population there to interact with.
Perhaps a peaceful one.
The journey lasted around two months, but fortunately he managed to land there.



He discovered very quickly that not only was "Tir" inhabited, but that he found himself in a potentially privileged situation. The inhabitants, robots, worshipped him immediately, declaring him as "God returned to save them".
For some, however, Bob absolutely was not a divinity, but a normal being, as normal as their creators were, called the "Ancient Astronauts" by the atheists (yes, even among robots there can be atheists).
Being a god might be nice (enemies notwithstanding), but Neena was definitely more important, and Colonel Fen'Herh couldn't go unpunished.

Video & more: CLICK HERE!


8


Game & Story: Midian Design (Danilo Cagliari)
Game Translation [english]: Paul Giaccone
Beta Test & Help: Arj0n, Paul Giaccone, Pan, Flavio Soldani.

Hi, my name is Oz Orwell and I'm the founder, director, cameraman and
ghost-investigator of "Ghosts & Mansions".
Yes, the very internet portal where every week you can see a new ghost case.





Sure, I have to do everything myself, but I've never felt the need for staff.
Many people think I'm a fraud, that the presences in my film clips
are computer graphics.





Well, that's right. I've visited 35 locations in Europe and 12 in America
presumed to be haunted, and I've seen and heard absolutely nothing...
But things were about to change.





Computer graphics wouldn't be needed for "Angst Mansion".



And no one would ever see the new episode.


OS: Windows XP/Vista/7
CPU: 1.0 GHZ processor
RAM: 1 GB
HD: free space 1.5 GB
Video card: 128 MB DirectX 9.0
Languages: English/Italiano



More info: www.midiandesign.com





9
Completed Game Announcements / Doc Apocalypse
« on: 10 Feb 2012, 10:49 »


Game & Story: Midian Design (Danilo Cagliari)
Music: D.C. Digital Orchestra
Game Translation [english]: Paul Giaccone
Beta Test & Help: Arj0n, Paul Giaccone, Pan, Flavio Soldani.
Resolution 1024x768 at 32-bit color
Genres: Sci-Fi/Counterculture/Exopolitics
Languages: English/Italiano



STORY

Apocalypse, Aliens, New World Order, Illuminati...


Is it possible to control the weather? Is it possible to make it rain on demand or to chase the clouds from the sky? Controlling such things would mean saving the planet from drought, living in a world without hurricanes and storms, always having abundant crops and keeping the glaciers safe.
According to Lewis P. Higgins, this was not fantasy, but reality. He was aware of the fact that the technology he was in the process of completing would, in the wrong hands, be a weapon for the destruction of the human race, but, idealist that he was, he felt he was working for a good cause.
Lewis was a strange character with a troubled life but also many successes and achievements: an eight-year-old son of whom he was proud; a nearly completed device that would be able to stop earthquakes; a time machine that allowed one to travel into the future for twenty seconds; many objects of varying type and importance; and the Cloud Buster, which was practically complete.



Whom to present his inventions to, how to present them, how to be sure that no one would put these resources to terrible use? Those things mattered little right now. Before overcoming the moral difficulties, he had to deal with the practical ones, namely testing and improving, making reliable machines that were not dangerous to operate. It had been with one such prototype of a machine to control earthquakes that he had seen his wife die. During the testing process, Jenny, a scientist like him, had lost her life in an explosion. Lewis had not been able to come to terms with the event, and the pain grew when he saw in his son's eyes the look of his mother.
As a result of this tragic experience, during tests on the Cloud Buster, he decided to be alone in his bunker and to leave his son in the laboratory in Montauk (a small nearby town) with his new partner, who was also a scientist. Elzebeth Tesla was not happy having to give up attending the experiments, but she loved the little boy (Tobias Higgins on his birth certificate, but known to everyone as Tachy, a shortened form of "tachyon") very much and respected his father's wishes. Nevertheless, she was able to be attend the events via monitor. Nothing could happen to them ten metres underground in a bunker that was identical in every way to the one where the experiment would take place and that had every comfort; as well as the time machine, there was ample food, a CD player, all kinds of video games for Tachy...



In 1953? Yes, the time machine provided a few "out-of-place" possessions, but Lewis did not take things too far and went out of his way not to incur paradoxes, at least, not dangerous ones... some clothes from 1985 for Elzebeth, a few DVDs for Tachy and some electronic components with which to complete his machines. The important thing was to appear in the right place at the right time (who said "thief"?). Completing the time-travel project would not be easy. Unfortunately, the time jump worked one time in a thousand. Sometimes he was able to see his entire invention in the future, in 1974, to be precise. Once he even spoke to himself in 1976, but in twenty seconds it was difficult to have a very productive conversation.
Everything was ready for testing in the laboratory of Doc Apocalypse, as his college friends had renamed him (his ideas were often the grounds for scorn or great terror). He pressed the start button and the enormous propeller, set on top of the nearby mountain, hidden from view by ancient trees, was set in motion, projecting an energy flow towards the menacing clouds covering Serenity. After twenty minutes, a widening path was dissolving the impending storm and the camera pointed at the sky clearly demonstrated that the experiment had been a success.



Unfortunately, something went wrong.
Bolts of energy ripped through the sky and accumulated in the area torn apart by the rays from the propellor. The last thing Doc Apocalypse was able to observe before the monitor signal was lost was gigantic shadows and indistinct swarms.
Immediately he warned Elzebeth and Tachy to remain in their bunker until he arrived. Collecting the car keys, he suddenly halted. The speakers in the laboratory filled the room with the screams of terror of the inhabitants of Serenity. Horrendous roars alternated with screams of terror: ten metres above his head, something terrible was exterminating the populace.  He urged his family once more to remain where they were and ran to the control panel, rapidly pressing buttons and gathering reams of data understandable only to him.
After twenty hellish minutes, the speakers relayed what he feared: horrifying explosions silenced everything. The gauges in the laboratory indicated high levels of radioactivity, but from the speakers there was only silence. The experiment had gone decidedly wrong. Something awful had crossed over through a portal that had appeared with no logical explanation, and the army had responded with the only resource deemed appropriate, a hail of nuclear bombs. From the extent of the explosions, he realised that this was not a new Hiroshima but an onslaught of multiple bombs of smaller size than the one used in the 1945 event.



How widespread was the disaster? How many creatures had emerged from the portal and how far had the bombing extended? He had no way of knowing.
The auxiliary power system switched itself on, and he was still able to communicate with Elzebeth despite there being no electricity (or anything else) coming from outside. He could not leave or he would die. He could only wait, watching the radioactivity gauge. According to his calculations, he could not open that damned door for eight months, at which point he would suffer only minor damage (more or less). He explained the situation briefly to his beloved and they said goodbye to each other for the last time thirty days after the bombardment. After that, there was only an anxious silence, with none of his apparatus working and four blue light bulbs powered by small solar panels placed outside, which had fortunately remained intact.
Eight months passed.



He took the atomiser, the heart of the time machine (he had not been confident leaving the mechanism active while Tachy had been around), opened the door and took a deep breath. The air-regenerators of own his invention, which had been active in the bunker, had done their work, but breathing real air, albeit still contaminated, was satisfying in an entirely different way.



He had to find his family, force his way through the rubble and survive in the face of anything he might meet out there. Activating the time machine (fortunately it did not require electricity, only the atomiser) would have been easy, however it was a much more complex matter to program it for a jump into the past. He was not yet capable of doing that, although the idea of being able to save his wife, before he had met Elzebeth, would spur him to overcome the problem.



His mission was a simple concept, but confoundedly difficult to realise: to go and warn himself, eight months earlier, to prevent the Apocalypse.



FEATURES

- In-game visual noise
- Many items to collect, not all of which can be used
- Dark humour in a story unsuitable for younger players
- Food for thought on delicate issues of counterculture and exopolitics
- Help button in every screen (directions, interactions, ...)
- Inspirations & Thanks: Pierluigi Ighina, Nikola Tesla, Wilhelm Reich,
Zecharia Sitchin, Corrado Malanga, David Icke, X Times, The Secret & Adam Mack,
The War of the Worlds, The Day the Earth Stood Still, Fire in the Sky, 6 Days on Earth.


TRAILER

[ Invalid YouTube link ]



More info & system requirements at: http://www.midiandesign.com



BUY @

https://secure.bmtmicro.com/servlets/Orders.ShoppingCart?CID=7332&PRODUCTID=73320002





10


Out in Aug 2012 (italian/english)

Game & Story: Midian Design (Danilo Cagliari)
Music: D.C. Digital Orchestra
Game Translation [english]: Paul Giaccone
Beta Test & Help: Arj0n, Paul Giaccone, Pan, Flavio Soldani.


- Story 100%
- Graphics 20%
- Scripting 20%
- Music/sound 20%



STORY

Hi, my name is Oz Orwell and I'm the founder, director, cameraman and ghost-investigator
of "Ghosts & Mansions".



Yes, the very internet portal where every week you can see a new ghost case.
Sure, I have to do everything myself, but I've never felt the need for staff. Many people
think I'm a fraud, that the presences in my film clips are computer graphics.



Well, that's right. I've visited 35 locations in Europe and 12 in America presumed to be
haunted, and I've seen and heard absolutely nothing...
But things were about to change.













Computer graphics wouldn't be needed for "Angst Mansion".

And no one had ever seen the new episode.



VIDEO PREVIEW: [ Invalid YouTube link ]

(LITTLE) NON-PLAYABLE DEMO: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1534

MORE INFO AT: www.midiandesign.com


11
AGS Games in Production / Doc Apocalypse
« on: 19 May 2011, 17:36 »


Out in January 2012 (italian/english)



Game & Story: Midian Design (Danilo Cagliari)
Music: D.C. Digital Orchestra
Game Translation [english]: Paul Giaccone
Beta Test & Help: Paul Giaccone, Arj0n, Pan, Flavio Soldani.

- Story 100%
- Graphics 100%
- Scripting 100%
- Music/sound 100%


STORY

Apocalypse, Aliens, New World Order, Illuminati...


Is it possible to control the weather? Is it possible to make it rain on demand or to chase the clouds from the sky? Controlling such things would mean saving the planet from drought, living in a world without hurricanes and storms, always having abundant crops and keeping the glaciers safe.
According to Lewis P. Higgins, this was not fantasy, but reality. He was aware of the fact that the technology he was in the process of completing would, in the wrong hands, be a weapon for the destruction of the human race, but, idealist that he was, he felt he was working for a good cause.
Lewis was a strange character with a troubled life but also many successes and achievements: an eight-year-old son of whom he was proud; a nearly completed device that would be able to stop earthquakes; a time machine that allowed one to travel into the future for twenty seconds; many objects of varying type and importance; and the Cloud Buster, which was practically complete.



Whom to present his inventions to, how to present them, how to be sure that no one would put these resources to terrible use? Those things mattered little right now. Before overcoming the moral difficulties, he had to deal with the practical ones, namely testing and improving, making reliable machines that were not dangerous to operate. It had been with one such prototype of a machine to control earthquakes that he had seen his wife die. During the testing process, Jenny, a scientist like him, had lost her life in an explosion. Lewis had not been able to come to terms with the event, and the pain grew when he saw in his son's eyes the look of his mother.
As a result of this tragic experience, during tests on the Cloud Buster, he decided to be alone in his bunker and to leave his son in the laboratory in Montauk (a small nearby town) with his new partner, who was also a scientist. Elzebeth Tesla was not happy having to give up attending the experiments, but she loved the little boy (Tobias Higgins on his birth certificate, but known to everyone as Tachy, a shortened form of "tachyon") very much and respected his father's wishes. Nevertheless, she was able to be attend the events via monitor. Nothing could happen to them ten metres underground in a bunker that was identical in every way to the one where the experiment would take place and that had every comfort; as well as the time machine, there was ample food, a CD player, all kinds of video games for Tachy...



In 1953? Yes, the time machine provided a few "out-of-place" possessions, but Lewis did not take things too far and went out of his way not to incur paradoxes, at least, not dangerous ones... some clothes from 1985 for Elzebeth, a few DVDs for Tachy and some electronic components with which to complete his machines. The important thing was to appear in the right place at the right time (who said "thief"?). Completing the time-travel project would not be easy. Unfortunately, the time jump worked one time in a thousand. Sometimes he was able to see his entire invention in the future, in 1974, to be precise. Once he even spoke to himself in 1976, but in twenty seconds it was difficult to have a very productive conversation.
Everything was ready for testing in the laboratory of Doc Apocalypse, as his college friends had renamed him (his ideas were often the grounds for scorn or great terror). He pressed the start button and the enormous propeller, set on top of the nearby mountain, hidden from view by ancient trees, was set in motion, projecting an energy flow towards the menacing clouds covering Serenity. After twenty minutes, a widening path was dissolving the impending storm and the camera pointed at the sky clearly demonstrated that the experiment had been a success.



Unfortunately, something went wrong.
Bolts of energy ripped through the sky and accumulated in the area torn apart by the rays from the propellor. The last thing Doc Apocalypse was able to observe before the monitor signal was lost was gigantic shadows and indistinct swarms.
Immediately he warned Elzebeth and Tachy to remain in their bunker until he arrived. Collecting the car keys, he suddenly halted. The speakers in the laboratory filled the room with the screams of terror of the inhabitants of Serenity. Horrendous roars alternated with screams of terror: ten metres above his head, something terrible was exterminating the populace.  He urged his family once more to remain where they were and ran to the control panel, rapidly pressing buttons and gathering reams of data understandable only to him.
After twenty hellish minutes, the speakers relayed what he feared: horrifying explosions silenced everything. The gauges in the laboratory indicated high levels of radioactivity, but from the speakers there was only silence. The experiment had gone decidedly wrong. Something awful had crossed over through a portal that had appeared with no logical explanation, and the army had responded with the only resource deemed appropriate, a hail of nuclear bombs. From the extent of the explosions, he realised that this was not a new Hiroshima but an onslaught of multiple bombs of smaller size than the one used in the 1945 event.



How widespread was the disaster? How many creatures had emerged from the portal and how far had the bombing extended? He had no way of knowing.
The auxiliary power system switched itself on, and he was still able to communicate with Elzebeth despite there being no electricity (or anything else) coming from outside. He could not leave or he would die. He could only wait, watching the radioactivity gauge. According to his calculations, he could not open that damned door for eight months, at which point he would suffer only minor damage (more or less). He explained the situation briefly to his beloved and they said goodbye to each other for the last time thirty days after the bombardment. After that, there was only an anxious silence, with none of his apparatus working and four blue light bulbs powered by small solar panels placed outside, which had fortunately remained intact.
Eight months passed.



He took the atomiser, the heart of the time machine (he had not been confident leaving the mechanism active while Tachy had been around), opened the door and took a deep breath. The air-regenerators of own his invention, which had been active in the bunker, had done their work, but breathing real air, albeit still contaminated, was satisfying in an entirely different way.



He had to find his family, force his way through the rubble and survive in the face of anything he might meet out there. Activating the time machine (fortunately it did not require electricity, only the atomiser) would have been easy, however it was a much more complex matter to program it for a jump into the past. He was not yet capable of doing that, although the idea of being able to save his wife, before he had met Elzebeth, would spur him to overcome the problem.



His mission was a simple concept, but confoundedly difficult to realise: to go and warn himself, eight months earlier, to prevent the Apocalypse.

In memory of P. Ighina, N. Tesla and W. Reich.



FEATURES

- In-game visual noise
- Many items to collect, not all of which can be used
- Dark humour in a story unsuitable for younger players
- Food for thought on delicate issues of counterculture and exopolitics
- Inspired by classics such as "The Day the Earth Stood Still (1951)", "The War of the Worlds (1952)" and "The Thing from Another World (1951)" and by the inventions of great scientists that were misunderstood by governments, such as Ighina, Tesla and Reich, and researchers such as Hopkins, Malanga, Sitchin, Icke.
- The best story of 1953 in Midian-color!
- Help button in every screen (directions, interactions, ...)



TRAILER

[ Invalid YouTube link ]

TEASER & MAKING OF





More at: http://www.midiandesign.com





12



ODISSEA - An Almost True Story



Out Now! (italian/english)

Game & Story: Midian Design (Danilo Cagliari)
Music: D.C. Digital Orchestra
Game Translation [english]: Paul Giaccone
Beta Test & Help: Paul Giaccone, Arj0n, Pan, Flavio Soldani.

Content advisory: None/Mild None None/Mild



Story:

Who has not heard of Homer's 'Odyssey'?

"Odissea - An Almost True Story" is an adventure that "almost" recounts the deeds of Ulysses,
taking him to legendary places, such as the cave of the Cyclops, Calypso's island, the Sirens' tavern...
a long journey in search of his homeland, Ithaca, where his beloved Penelope has been awaiting his
return for many years.

Troy has fallen by his ingenuity, but mocking a god is unwise (and the euphoria of the victory is no
excuse): Ulysses will pay dearly for this error. There will be many tests that he must undergo in
order to appease Poseidon, but fortunately not all of the gods want to see him suffer.

Indeed, Athena is on his side, and, thanks to her advice, our hero will once again be able to see the
coasts of Ithaca, where other troubles await him... Twenty years is a long time, and the Proci have
been courting Penelope with a view to marriage in order to rob Ulysses of his throne and his island
dominion. Who among the pretenders will successfully draw back the King's magic bow and demonstrate
his supremacy in the archery contest for the Queen's hand? One of the princes? Ulysses' son,
Telemachus? Or Ulysses himself, who has returned just in time thanks to his tenacity (of course, he
could have returned earlier - twenty years is a long time...)?

Circe and Ulysses


Antikythera


Antinous


Ithaca


Ulysses, Eumaeus and Telemachus



Video:


Purchase for $3.99: http://secure.plimus.com/jsp/dev_store1.jsp?developerId=847744

More at: http://www.midiandesign.com



13
Completed Game Announcements / Quantumnauts - Chapter I
« on: 03 Sep 2010, 17:35 »
Q U A N T U M N A U T S

Chapter I

SPEED OF LIGHT, SPACE PIRATES AND MULTIVERSES.




Content advisory: None/Mild None None/Mild

Languages: English / Italiano
Res: 1024x768 32bit
Game & Story: Midian Design (Danilo Cagliari)
Music: Quantumnauts Soundtrack by D.C. Digital Orchestra
Full Game Translation [english]: Paul Giaccone
Beta Test & Help: Arj0n, Paul Giaccone, Pan, Flavio Soldani.



The Quantumnaut's task was simple: teleport his captain back on board the spaceship within the required time for this mission: 3 hours on planet Earth in 2010, 1st Universe. But by getting a coordinate wrong, the Quantumnaut accidentally teleported the wrong person: an unlucky person called Bob. Before being teleported, he had just left his favorite pub where he had been playing all night with his band, ending up pretty drunk as usual. After being teleported, Bob thought that everything he was witnessing was just a drunken dream. But it seemed to be as real as the immense shadow that was approaching the spaceship he found himself on at that very moment: space pirates!

...Panic...

The Quantumnaut now had to make a difficult decision: whether to bring his captain back aboard the spaceship with the risk of having to deal with the space pirates. These pirates hunted between dimensions for systems owned and used by elite soldiers from various empires in order to become the new rulers of the multiverses, and they had already managed to steal one system from an unlucky ship in the Utharium fleet in the 5th Universe. The second and only other option: to flee...

...Escape...

The Quantumnaut activated the automatic escape system to warp the Quantumship to a safe place, far away from the space pirates. The tractor beam of the pirates' immense Mothership was certainly hard to evade, but they managed to escape from the pirates and ended up in the 13th Universe in the year 3042...But during the escape, the ship's motors and control system were completely destroyed. The only option left now was to crash-land on the first available planet they encountered...

...Alone...

They eventually crashed on a red, hot planet with a desert littered with strange trunk-shaped rocks. The last things that went through the mind of the Quantumnaut: a Captain lost in space and time; his spaceship of incalculable value crashed on a weird and possibly hostile planet; and a drunk guy called Bob who wasn’t worried about anything, convinced that he was just having a drunken dream caused by a huge amount of beer...This was all too much for the Quantumnaut's heart. He died, leaving Bob alone on a wrecked spaceship on a strange planet, far away from home... When Bob managed to leave the spaceship, he began to realize that everything that had happened up until then wasn't just a drunken dream. On the contrary, it was very much hard reality... The road back home?
Probably not easy, and definitely long.














More Info: http://www.midiandesign.com  

Download/Secure Order Page: http://www.midiandesign.com/#quantumnauts





14



ODISSEA - An Almost True Story



Out in May 2011 (italian/english)

Game & Story: Midian Design (Danilo Cagliari)
Music: D.C. Digital Orchestra
Game Translation [english]: Paul Giaccone
Beta Test & Help: Paul Giaccone, Arj0n, Pan, Flavio Soldani.

Content advisory: None/Mild None None/Mild



Story:

Who has not heard of Homer's 'Odyssey'?

"Odissea - An Almost True Story" is an adventure that "almost" recounts the deeds of Ulysses,
taking him to legendary places, such as the cave of the Cyclops, Calypso's island, the Sirens' cavern...
a long journey in search of his homeland, Ithaca, where his beloved Penelope has been awaiting his
return for many years.

Troy has fallen by his ingenuity, but mocking a god is unwise (and the euphoria of the victory is no
excuse): Ulysses will pay dearly for this error. There will be many tests that he must undergo in
order to appease Poseidon, but fortunately not all of the gods want to see him suffer.

Indeed, Athena is on his side, and, thanks to her advice, our hero will once again be able to see the
coasts of Ithaca, where other troubles await him... Twenty years is a long time, and the Proci have
been courting Penelope with a view to marriage in order to rob Ulysses of his throne and his island
dominion. Who among the pretenders will successfully draw back the King's magic bow and demonstrate
his supremacy in the archery contest for the Queen's hand? One of the princes? Ulysses' son,
Telemachus? Or Ulysses himself, who has returned just in time thanks to his tenacity (of course, he
could have returned earlier - twenty years is a long time...)?

Circe and Ulysses


Antikythera


Antinous


Ithaca


Ulysses, Eumaeus and Telemachus



Video:



More at: http://www.midiandesign.com



15
Q U A N T U M N A U T S

Chapter I

SPEED OF LIGHT, SPACE PIRATES AND MULTIVERSES.




Content advisory: None/Mild None None/Mild

Languages: English / Italiano
Res: 1024x768 32bit
Game & Story: Midian Design (Danilo Cagliari)
Music: Quantumnauts Soundtrack by D.C. Digital Orchestra
Full Game Translation [english]: Paul Giaccone
Beta Test & Help: Arj0n, Paul Giaccone, Pan, Flavio Soldani.














More Info: http://www.midiandesign.com  

Download/Secure Order Page: http://www.midiandesign.com/#quantumnauts





16
Advanced Technical Forum / Edit game info in DB site.
« on: 07 Aug 2009, 08:21 »
Maybe it's my fault, but when I try editing the infos i get the message : invalid password.

Quote
IMPORTANT: The first name in this list will be regarded as the game owner and be allowed to edit this page without having to use the password.


I'm the owner of the game (MD), and it doesn't work with password or any entry, logged in forum or not.

17
Advanced Technical Forum / Character stuck randomly.
« on: 04 Aug 2009, 20:08 »
Someone trying JJ Gun said that the character without reason stuck, he can talk, look, but not walk anymore.
I use AGS 3.1 in 1024x768, walkpath are really simple and big and so... If someone knows this issue.... :)
Thank You.
The Game: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1192

18
title J.J.Gun and Sepheret Island (John Jebediah Gun e l'Isola di Sepheret)
resolution 1024x768
actual in-game languages italian / english (actually a raw version, soon the final one)
game duration maybe 2-3 hours, it's a short adventure.

J.J.Gun is a game between Indiana Jones and something like... uhm... Sam & Max? Maybe...
A strange letter took our detective J.J.Gun to Sepheret Island, in a quest
for a strange idol...


Splash screen

Intro


What's Inside:

Fantastic vehicles!

Dramatic moments!

Incredible party!

Stunning people!




homepage: http://www.midiandesign.com



Thanks & inspired from: Monkey's Island, Indiana Jones, American Dad, Stargate.

19
title J.J.Gun and Sepheret Island (John Jebediah Gun e l'Isola di Sepheret)
resolution 1024x768
actual in-game language italian / english (actually a raw version)
graphics 100%
puzzles 100%
scripting 100%
music 100%
rooms 45
music 100%
game duration maybe 2-3 hours, it's a short adventure.

J.J.Gun is a game between Indiana Jones and something like... uhm... Sam & Max? Maybe...
A strange letter took our detective J.J.Gun to Sepheret Island, in a quest
for a strange idol...

This is an "experiment", a freeware game with a maximum of 40/45 rooms, for
practice with AGS. Our next game will be more "complicated"...

Splash screen

Intro


What's Inside:

Fantastic vehicles!

Dramatic moments!

Incredible party!

Stunning people!




homepage: http://www.midiandesign.com



Thanks & inspired from: Monkey's Island, Indiana Jones, American Dad, Stargate.

Pages: [1]