31 August 2016
Hello boppers! (The first person to guess the source of that quote gets a reward!*)
First things first: Neopolis is coming to PlayStation 4! I wanted to announce this a long time ago, but we had to make sure the deal was done and the papers were signed first :-) I wrote a nice blog post to announce this glorious fact over at the Sony PlayStation Europe blog. It explains some of the motivation behind the game, so for the full skinny go have a peek.
We also created a nice announcement trailer for the occasion. It gives a flavour of the game and the general vibe, but it just scratches the surface of what is to come. I'm currently writing a devblog post that goes into a lot more detail, but have a look anyway.
There are some new screenshots as well. Although we are only at pre-alpha (about a year before release I reckon) the game's visuals are getting pretty exciting. Here is an example so have a look for yourself!
I've added a bunch more screenies to the Neopolis landing page if you want to see more.
Wondering who did the cool music in that trailer? Well, that would be Electric Cafe (Mark Day) who is also creating all the game music and sound design for Neopolis. And guess what; he just released the trailer music and a few cool edits of Neopolis tracks on his soundcloud page. Come and get it!
Finally, just as a treat, I made half of the Neopolis screenplay I wrote available for download. Part of my gamedevelopment process includes writing or creating in other media, and in this case I wrote a pilot episode for a Neopolis tv show (I like to think big). It got a lot of love from my peers in the filmmaking community so I decided to make half of it available for download. If you like cyberpunk give it a read.
Download Neopolis Pilot Sample
Hope you like what you see, hear and read! And please let us know if you have any feedback or questions :-) Rudolf
*Competition not open to Omni Systems elite forces, staff, and other contributors
24 March 2016
Hello friends! It's been a while since I updated but that's because we knuckled down and really focused on dev for a long time. (Hopefully it will tell) However, we now have more news and content than you can shake a stick at. I'll spread it out over the next few weeks, but here is a first installment.
Let's talk about StarLit first:
Amazingly, and wonderfully, we are nearing completion of this game, and are about to hit full on beta. We are actually running a little pre-beta right now, which is giving us some very promising results. As we have been on this project for 6 years or so that is quite a relief. Hopefully it will shine through!
For those of you who are new to this game: StarLit is our ode to 2d sci-fi exploration. We tried to make it a progressive and immersive experience while at the same time evoking classic scifi. I think the game has come a loooooong way. an unbelievable amount, and personally I'm very proud with what we are doing with it.
The inimitable Brian Grainger who made the music for Eufloria, is back on board and is creating an amazing soundtrack. The equally amazing Mark Day (from Aqua Kitty fame) is creating all the sfx and ambient audio. I couldn't be more pleased.
(Here's a nice screenshot to show you what things look like these days)
(If you go to the Starlit page you can see a whole raft of new screenies.)
Neopolis and Eufloria RPG have also come along in massive leaps and bounds. I will be adding new screenshots and art on their respective pages soon. I might add some new video soon too. I also hope to be able to give you some big announcements about these titles soon.
So, after being on posting hiatus for a while I am now starting again. \o/ Updates for the Devblog area will follow soon, and new media will arrive in a steady stream.
In short: It's good to be back :-)
12 May 2015
Lighting is a pretty weird thing in games. It’s always difficult to make it look good without running into huge performance issues. Simulating how real-world light behaves is unbelievably processor heavy, so you have to find a way to compromise just enough to balance aesthetic considerations and technical limitations.
There is however another consideration that should be equally important: How does light affect gameplay?
We got some nice things going on with traditional light and dark areas in the game. Some lights are static, others are dynamic. For example: the player can find a torch allowing exploration in dark caves and other atmospheric areas of the world. All nice and fun but we wanted to go a bit further than that.
Since we wanted StarLit to be as interactive as possible, we decided to create special lights that offer more interesting gameplay. There is a “Laser Plant” in StarLit that stores light-energy in a glowing orb. It can focus that energy and use it to target the player with a dangerous laser beam. When it has shot several times it needs to recharge its orb, which gives the player the opportunity to steal it!
Grabbing a Glow Orb
Once the player has the orb they can use it to have a lot of fun illuminating the environment. (Sticky glow orbs can be thrown at many surfaces creating your own little lighting setup)
Light up Dark Areas
To make things even more fun we have incorporated lighting in AI as well. Some creatures in the dark are petrified of light. (Dark Bats) You can create save havens by throwing Glow Orbs into their environment, or, even more fun, making sticky glow orbs stuck to creatures, which become mobile light sources as a result.
If you want to be truly evil you can make sticky Glow Orbs stick to creatures that fear light, and watch them try to get away from it. And freak out. Ahem.
We have adopted this approach to deep interactivity and AI manipulation throughout the game. It results in interesting emergent gameplay that will hopefully allow players to experiment and come up with their own gameplay solutions and scenarios.
Showing posts for the StarLit tag.