• The Intruder - Main Theme
    22 replies, posted
https://www.youtube.com/watch?v=N8RNr0mIm3E some of you ancient fuckers might remember oldpunch poster Mister Royzo's game, The Intruder, which was announced and greenlit six years ago and which he took a lot of feedback from the forums on: https://www.youtube.com/watch?v=p37qwfx261g well unfortunately: There's a status update on http://theintrudergame.com/statusupdate/ The TLDR; is the project is on hold. See the website for more details and some never before seen content. The soundtrack for this game has been produced by Sjoerd Limberger. You can check out his work on his website over at http://www.sjoerdlimberger.com/ bottom line is he still loves the concept and will come back to it in some form, but not until he's actually proven he can make a smaller game on his own, whenever that might be. The Intruder, whatever form it takes, may or may not ever come out.
oh damn, i wondered what had happened to this
That's a shame, I remember when he was first pitching it. It had a fantastic concept, though I can understand if it may have been overscoped.
Thanks for posting this! It's not an announcement I enjoyed making but the community deserves clarity and I thought it was a good opportunity to look back at the history of the project. Oh it was definitely overscoped. That version of the concept had the most charm though. I hope I get to make it one day. Anyway, I really enjoyed working on it and it's been a huge help to improving my game development skills. This project has been a really formative experience and it's helped me create a great life for myself. I've got a job at a great game studio that I really enjoy working at, I'm even working with one of my favourite publishers ever on a game concept that I came up with myself so that's a dream come true. I'll gladly show that as soon as I'm allowed to. It's currently slated for a release in Q1 2019 by people who are actually experienced at planning production processes so trust their word more than mine, haha. I've been bad at managing expectations and about keeping the community informed so I've received a lot of flak for that over the years - and I think a lot of that is deserved - but Facepunch to me was always a place full of people who were just excited about what I was doing and wanted me to succeed. I'm glad to see that after all these years people still care. Thank you for all the support! I hope I get the opportunity to revisit The Intruder, if not, I look forward to sharing all the other cool things I will be be working on. I will now take questions from the crowd as long as those questions pertain entirely and exclusively to how I managed to stay such a handsome skeleton all these years.
What's the website where I can stare at your head while listening to some good music?
How much milk do you drink per day?
Can't believe I remember the URL for that. No more than two glasses a day because I have to ration it out. I swear, dolphin milk is hard to come by these days.
Please don't leave us again
I promise I will never ever leave you again for as long as I feel like it.
I vaguely remember the thread about it, what was the concept for the game again?
Was literally googling for this the other day. Figured something like this happened.
An open world horror game where you have to scavenge items and a really dangerous creature is stalking you, in a nutshell. Paladin Studios! We made mobile games for a very long time but we're now doing console/PC titles as well which personally excites me a lot more. I used to be a senior programmer but I'm currently a technical designer. I'm making a shift to be more involved with other disciplines and high-level creative direction because my goal is to be working as a game director.
Thanks, Jachary! It's quite a challenge but it's been really fun so far.
Hey now, it's not even October, we can't have the dead rising from the ground just yet! Terrible jokes aside, it's awesome to hear an update. I use to be super in love with Source mods, and it really feels like the past few years such projects have kind of faded from popularity. Many projects I use to follow, when they finally came out, were some of the best news ever! I hope that one day I can add this one to that list. Now onto a randomish question: do you plan on sticking with the Source engine? I know the old thing has loads of nuances, but it can still ship an amazing final product.
I kept up with this mod's thread back in the day and I still remember one planned feature in particular where there wouldn't be any unjustifiable ambient noises. Like if a dog was barking, there was actually a dog somewhere and not just a sound effect placed on the map. I remember the mod had a ton of planned features that made it sound like it would be one of the best horror games of all time, but that particular feature always stuck with me and it's something I wish more games would do.
I confess it has taken a lot of excercise, a healthy diet, liposuction and various bloodpacts with extradimensional beings. I adore the Source Engine. It's got a long history of supporting great games and its features are very robust. It's also a bit outdated and hasn't really kept up with its competitors in a variety of ways. The workflow didn't really suit my needs and when your team is this small you really have to consider every option available to maximize the efficiency with which you make games. At some point I've made the decision to step away from the Source Engine. I really didn't enjoy making that decision but it freed me up to pursue a more original aesthetic and to create gameplay mechanics that would have otherwise been a lot more time consuming to make. So the Source Engine didn't turn out to be the right fit for this project but having played Titanfall 2 it's evident that it's still capable of supporting amazing games when put in the right hands. Thanks! I had a lot of weird principles for how I was going to approach the game (partly due to inexperience). Some of them proved to be misguided. For instance: I intended for the AI to only act based on knowledge they could realistically have. So the AI could never just go to the player's position if they didn't actually see where the player was. It could search locations where the player could hide and if it stopped seeing the player it would go search in whatever direction the player appeared to be going. That was kind of cool but in some cases that meant that the AI would go off on a tangent and not search anywhere near the player any more because it had already checked that area. That's realistic behaviour but it also meant the pacing of certain enemy encounters was way off. In a game like Alien Isolation they do the exact opposite and fudge the behaviour for the sake of gameplay. The Alien often 'sticks around' and you feel like it's always around the corner and that's nerve-wracking. I tried a similar less realistic and more well-paced approach to some of the enemy encounters and they instantly felt a lot more fun. My approach to sound design wasn't one of those misguided principles though. That one stuck around. If you listened closely you could tell exactly where the Intruder was in the house and what it was doing and that did wonders for the suspense.
So how do we know that you are the real Royzo? Hm? Last I spoke to you was years ago on Steam when you and Daimao tried to trick me by taking on each other's names and avatars. I still have trust issues since that day.
Haha! Silly boy. You still haven't figured it out? It doesn't matter which one is which. We're the same person.
Closure at last.
Sorry, you need to Log In to post a reply to this thread.