• Thalassophobia(WIP)-"The ocean is a terrible place" edition
    113 replies, posted
[IMG]http://i.imgur.com/JQouf72.png[/IMG] Current thread logo by brandonsh (thanks!) [IMG]http://i1.kym-cdn.com/photos/images/original/000/995/541/a2e[/IMG] [I][U][B]Thalassophobia[/B][/U][/I] is a deep-sea themed resource management horror game being developed by myself, TCB, and a few other fine folks from Facepunch and Steam. We plan on making this a commercially available game to be sold on Steam. When we're farther in the game's development we'll start a Kickstarter campaign and a Steam Greenlight Page. The game takes heavy inspiration from movies like "The Abyss", "Sphere", and "Deep Blue Sea". You play as Dr. Helena Pearson, a scientist aboard the underwater habitat "Cascade II", 3000 feet below sea level, which is studying life along the edge of an unexplored deep-sea trench out in the North Atlantic ocean. After a freak storm detaches the Life Support Buoy and prevents your teammates from rejoining you below, you're forced to survive a week alone on the sea floor with dwindling air and energy. To make matters worse, there's something out there in the inky depths, and it's not friendly. Players will have to rely on Hydrophones placed in the surrounding waters to detect the creatures of the abyss and use the outdoor light and electrical systems to defend themselves and the habitat. Here's some behind the scenes stuff: [IMG]https://my.mixtape.moe/okeypn.jpg[/IMG] [IMG]https://my.mixtape.moe/phnjyj.jpg[/IMG] [IMG]https://my.mixtape.moe/xyzfpo.jpg[/IMG] [IMG]https://my.mixtape.moe/tljnsn.jpg[/IMG] [IMG]https://my.mixtape.moe/zibhkg.jpg[/IMG] [IMG]https://my.mixtape.moe/pzumus.jpg[/IMG] Here's the WIP theme song cooked up by TCB: [video=youtube;NIS9bc61FU0]http://www.youtube.com/watch?v=NIS9bc61FU0[/video] Check out the Aquarius, a real undersea laboratory that serves as inspiration for the "Cascade II": [video=youtube;gj6frb_mHzQ]http://www.youtube.com/watch?v=gj6frb_mHzQ[/video] [video=youtube;WyKAuuwOppY]http://www.youtube.com/watch?v=WyKAuuwOppY[/video] Be sure to check out our Steam Group, where we'll make public announcements and updates regarding the game's progress! [URL]https://steamcommunity.com/groups/ThalassophobiaGame[/URL] If you have any questions or suggestions regarding the game, feel free to ask here in in this thread or on the public announcement thread on our Steam Group page above! If you're interested on contributing to the project, please send me a PM here on FP!
Want me to whip up a logo sometime tonight? Idk, felt like I should try to help in some way
[QUOTE=Zillamaster55;48648974]Want me to whip up a logo sometime tonight? Idk, felt like I should try to help in some way[/QUOTE] For the thread or for the game itself?
Either/or
Define "resource management game"
holy shit
Inspiration, have a [B] Prince Axel’s Wonderfish[/B] [img]https://38.media.tumblr.com/9e1d4f9f1f692af94148172c14c24e27/tumblr_mluap0DJbm1rxyvj1o1_r1_400.gif[/img]
Tell me about story telling: Will the plot be any more then what you put in the op? Will there be a "phone guy" Anything happen between nights? What will give the monsters tactics away? Also how many buggers are we fending off? How many are mystical? How many are agro vs just a nuisance ( the starfish on the window)
Damn, I hate the ocean, but I love to think that a deep sea monster like the Ningen exist.
[QUOTE=HiddenShadow;48651848]Tell me about story telling: Will the plot be any more then what you put in the op? Will there be a "phone guy" Anything happen between nights? What will give the monsters tactics away? Also how many buggers are we fending off? How many are mystical? How many are agro vs just a nuisance ( the starfish on the window)[/QUOTE] please dont say this is an FNAF clone
[QUOTE=HybridTheroy;48652276]please dont say this is an FNAF clone[/QUOTE] It is inspired by FNAF, but I have confidence that it can be made different enough to not be a clone.
deep sea creatures are fucking scary. angler fishes, goblin sharks, deep sea eels, giant squids unless your going to take inspiration from these freaks of nature, in that case, even worse.
[QUOTE=Dragara;48652841]It is inspired by FNAF, but I have confidence that it can be made different enough to not be a clone.[/QUOTE] ohhh noooo
[img]http://dl.dropboxusercontent.com/u/58951386/Enter%20Thalassophobia.png[/img] [media]http://soundcloud.com/tcbchill/enter-thalassophobia[/media] I'll be producing the soundtrack.
[QUOTE=Zillamaster55;48651735]Either/or[/QUOTE] For the thread is fine for now. [QUOTE=Holt!;48651776]Define "resource management game"[/QUOTE] [QUOTE=HybridTheroy;48652276]please dont say this is an FNAF clone[/QUOTE] [QUOTE=Dragara;48652841]It is inspired by FNAF, but I have confidence that it can be made different enough to not be a clone.[/QUOTE] The gameplay is inspired by FNAF but will contain enough unique elements to distinguish itself. For example, our game is fully 3D and plays similarly to an FPS, allowing you to explore the habitat freely. You will have to actually run around and press buttons instead of remaining static in one place. Also, some of our enemy monsters have some really unique interactions that are unlike anything FNAF or its clones have ever done before. The actual engine we're planning to use is a bit up in the air; We're leaning towards using Unreal4, but if Source2 comes out soon we'll use that, since most of our devs are more familiar with Source. [QUOTE=HiddenShadow;48651848]Tell me about story telling: Will the plot be any more then what you put in the op? Will there be a "phone guy" Anything happen between nights? What will give the monsters tactics away? Also how many buggers are we fending off? How many are mystical? How many are agro vs just a nuisance ( the starfish on the window)[/QUOTE] The plot will indeed be much deeper then what we've described to the public thus far. You will need to find out what's really going on for yourself by observing what's around you. Your teammates from the surface will also occasionally beam down messages when they can and will give helpful advice. Apart from that, you'll have to figure out the patterns for yourself. The actual number of enemies and benign creatures is still under discussion, but I can say that it's more then 6...
Hope this also explores Submechanophobia. It's my favorite phobia.
[QUOTE=MatheusMCardoso;48653980]Hope this also explores Submechanophobia. It's my favorite phobia.[/QUOTE] there will be instances in which you're faced with unnerving submerged 'entities' (you'll have to wait to see what exactly these entities are, though)
Now I'm usually quite the stoic fellow... but deep expanses of open water... in any direction scare me, Unless I am on some kind of reasonably large boat. It's just that the sea is most certainly not our element, humans in deep water are basically vulnerable from all angles, visibility is low, mobility is low, predators that live in there can move about in it like they are a fucking tap-dancing fighter jet... Yeah, I don't want anything to do with the deep sea unless I am in a sufficiently large/armed boat. As far as the fear factor in this game could go, I don't need much to get spooked by open water, just a massive expanse of what is basically physical shadow and knowing SOMETHING is in there.
i think that's the creepiest thing about the deep sea; the combination of the looming unknown and the fact that, when you're underwater, [I]every single thing roaming around alongside you are designed to be in that environment [B]except you[/I][/B]
Just curious, why not use an actual hydrophone?
[QUOTE=Ryu-Gi;48653938]The plot will indeed be much deeper[/QUOTE] heh deep like the water place
[QUOTE=matt000024;48654645]Just curious, why not use an actual hydrophone?[/QUOTE] It's not in our budget to get a real one. The one I built is a cheap solution that works for what we needed.
i think custom sounds is a nice touch, and the improvised tech (as opposed to just giving it some watery filters or using public domain sounds) is a nice amount of effort my usual style of music production is remixing and sampling (i'm actually a [url=http://soundcloud.com/tylercbrown]hip hop producer[/url]) but for this soundtrack i'm not using any samples, i'm completely composing it and a lot of the sounds will be freshly-made real world recordings
Quick update. The devs and I are going to start having a weekly meetings system from now on. We're discussing distribution of payment and NDA's. Also we're leaning heavily now into using Source/Source 2. If S2 comes out this year, or at least early next year, we'll use it.
video for released track, since I hate soundcloud's mp3 compression [media]http://www.youtube.com/watch?v=NIS9bc61FU0&feature=youtu.be[/media]
[t]http://i.imgur.com/UCKAzaK.png[/t] [editline]13th September 2015[/editline] How's that for a shoddy 5 minute logo?
if you wait a little while I've got a photographer who will be recording some original underwater footage very soon (just for the sake of it being better than recycling public domain content), although I'm not sure where you got the water image from
Nabbed it from the web and just played with it, it's a concept is all it is
[QUOTE=Zillamaster55;48674162][t]http://i.imgur.com/UCKAzaK.png[/t] [editline]13th September 2015[/editline] How's that for a shoddy 5 minute logo?[/QUOTE] Modeled, with actual moving water and light beams (and good lightning) would look awesome for the menu.
[QUOTE=TCB;48673816]video for released track, since I hate soundcloud's mp3 compression [media]http://www.youtube.com/watch?v=NIS9bc61FU0&feature=youtu.be[/media][/QUOTE] whoa damn how'd you render that sweet visualizer ;)
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