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Messages - Koplin

#1
http://www.stasisgame.com/the-music-of-stasis/

Seems he is doing the music solo as well. Really interesting for someone to be taking on art, programming, animation, sound, and music all at once. I just hope it doesn't become to much!
#2
Thats awesome! Any behind the scenes info? :D
#4
Kinda sad that only a few people will ever get to experience this. Love the voice acting!
#5
A few things that aren't quite PG.....
#6
From the website:
.......................................................

http://www.stasisgame.com/chance-and-choices/

I have always been fascinated by the idea that seeminlgy small choices in your life can lead to drastic changes. Misplacing your keys on the day of a car accident….tying a shoelace and delaying bumping into someone from your past. Hell, for all I know if my grandfather forgot to brush his teeth when he first met my grandmother, I may never have been born.
When it comes to choices in games they tend to be of the ‘door number 1, or door number 2′ variety-but what if those subtle choices you made, to pick up something in one room, and look at the scenery through a window, actually influenced the outcome of your game?
Then there comes the idea of moral choices in games. Computer games tend to be black and white…good and evil. But in reality, moral choices arent always so clear cut. Is mercy killing a suffering person good or bad? How does that effect a persons moral compass?
These are two areas Im am going to be exploring in STASIS. Ive taken a look at the story, and developed 4 separate endings, which differ quite a bit. The choice of the endings wont come down to a simple ‘door A or B’ approach, but rather the path of the character will be steered towards those endings depending on how he (or she.  ) plays through the entire game.
Now Im sure that some of the people that come here (all two of you) arent JUST interested in the WHAT, but also the HOW.
THE HOW
Now, learning from past experience, I needed to develop a system that was very simple to use and modify on the fly. I have nicknamed the system C&C (Chance and Choices). Now what C&C does is have 8 separate values. 4 are representative of CHANCE in the game (hanging around for an extra few minutes, opening one door before another, etc) with the other 4 representing CHOICES (actual moral choices). Each value will have influence on the different endings.
Now throughout the game, certain choices that you make will influence the values, either adding to them, or subtracting from them.
CHANCE
The 4 chance values will change based on random acts. Opening a door may change the chance value by 1, or 2. Staying in an area for a certain amount of time may decrease one of the values. Any value can randomly be altered by the chance value.
CHOICE
The 4 choice values are the biggest influences in the system. Unlike the CHANCE values, these will alter based specifically on the choices you make THROUGHOUT the game, and the morality of those choices. Not all choices will be apparent, with there being a ‘good and evil’ choice. The choices provided arent there to let you create an ‘evil’ character, or a ‘good’ character-they are mearly there to drive the story in the direction that you, as a player, want to go. Chances are, if you continue making choices that are ‘wrong’ by moral standards, your ending will reflect that. Making a moral choice in one area (+2), may cancel out an immoral choice in another area (-1). This way, the game is constantly balancing out the choices you make, to ‘customize’ your ending. BUT REMEMBER, that with the randomness of the CHANCE value, even if you play the game in the EXACT same way, you may end up with a completely different final chapter.
THE ENDINGS
Before you get to the final act, the value’s of choice, and chance will be added together. The value that is highest, will be the final chapter that you go to.
Now, Im not going to give away the endings-but they are different enough to warrant a second or third play through. I didn’t just want the endings to be a different voice over with some different screens. Infact, for the 4 endings, the entire last chapter is completely different. Different environments to explore, different puzzles to complete. I’m keeping it to four, so that I can be certain to construct endings that are satisfactory to the player. I dont want the cheat a player out of one excellent ending, with one boring one. Trust me when I say that each ending is completely awesome!

................................

Seems like an interesting take on game play. I like the idea of chance deciding things, and honestly, who doesn't love multiple endings? :D I suppose the hope is that the endings done get muddied down into 4 'meh' endings instead of 1 friking awesome one.
#7
http://www.visionaire-studio.net/cms/welcome-2.html

Although its 2D, Visionaire is very powerful. A Whispered World, Kaptain Brawe, and the Zak McKraken remake were done with it, aswell as a few really nice looking upcoming games.
Apparently there will be support for 3D characters in the next release aswell.



#8
These one man development teams just astound me. First Gemeni Rue, and now this.
#9
Hey guys,

Came across this little gem on the RPG Codex forums, but thought that this is the place to discuss up coming adventure games!

www.stasisgame.com

"WELCOME TO THE GROOMLAKE.
A place where anything is possible, where scientists have free reign to perform experiments without that pesky moral compass. Without the need to worry about approval, lobbyist, or religious movements explaining ‘why’ something shouldn’t be done. Where the wonders of the human mind have free rein, to create…to destroy. A hub of the greatest scientific minds of the known world. Human cloning, genetic engineering, bio-weapon research, super soldier programs, all with 100% backing from corporations and world governments. Nothing was beyond the realms of human possibility on The Groomlake.
And then it vanished.
On an unused subspace frequency, Captain Maracheck, of  The Hawking listens to space noise. Chatter. background interference from stars, occasionally a radio transmission that gets caught up in the static. He is free floating in the Kuiper Belt, ‘fishing’ for satellites, debris from mining craft, anything worth something.
Through the chatter, he hears a clicking…a regular pattern. Resetting the receiver to home in on the signal, he pilots his ship towards it…
Drifting past a huge collection of space dust, he sees a colossal ship. The engines are dead, and the ship is heavily damaged from bombardment by small, and some not so small objects in space. But it is definitely salvageable. Definitely worth quite a bit of money. Definitely a good day for Maracheck!
The Hawking pulls up closer to the dead ship. The docking port seems undamaged, but obviously offline. The ship pilots itself along side colossal derelict.  The airlock opens, and Maracheck, in full salvage gear, floats across to the ship.
WHAT IS STASIS?
Stasis is an adventure game, that puts you in control of John J. Maracheck. A deep space ‘salvager’, war veteran, and captain of the DSV Hawking. Going back to classic adventure game mechanics, you have to solve puzzles, and use objects around you to progress, and to uncover the mysteries surrounding The Groomlake.
Graphically, Stasis is fairly unique in the adventure game genre, opting for highly detailed isometric graphics, as opposed to the more classic ‘side on’ views of other adventure games. Richly detailed rooms and fluid animations create an immersive environment for the captain to explore, with danger lurking in every shadow.
The salvage suit gives you direct access to a Hyper Storage Device. A piece of equipment that has the ability to break down any object of a certain weight and size into its base elements, and store it for future use. Objects can be stored, accessed, combined, and brought back into the ‘real’ world at any moment.
The suit also maintains a link to Hawking, Marachecks ship, and possibly, his best friend. Through the link, Hawking can access computer consoles and stations that you are close to, opening doors, overriding security systems, decrypting files, or just feed back important information.
At its core, Stasis is a story that will transport the player to a place that history wished it could forget. Just what is possible when science is let loose? What happens when humans loose touch with what makes us human? When we have no need for compassion? And when ambition, and the quest for knowledge overwrites human decency?
Welcome to The Groomlake. We know you will enjoy your stay."







I must say the game looks and sounds beautiful! Its going to be an exciting year for AG's!
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