The wad takes inspiration from Unloved and Phocas Island, and Amnesia: TDD. The emphasis is primarily on exploration, atmosphere, and puzzle solving (though I'm thinking something along the lines of Phocas Island in terms of style and difficulty), with the eventual goal being escaping the space station. Combat is non-existent, though there are threats that the player must avoid or escape from and the player will have a constant threat of being hunted down looming over them. The game takes place primarily on a space station, though the player will transition through alternate reality versions of various locations to progress (like Unloved, which took from the Silent Hill series in this respect). The player's main "weapon" will be a flashlight, which helps light the way in some darker places and can help or hinder when dealing with threats.
[spoiler="Progress"]
- "New" enemies -- 11 enemies included so far, each with a specific role and function.
- Flashlight mechanics -- Shining the flashlight on various enemies will alter their behavior, for better or worse.
- First Map -- Delta Complex, not complete but done enough that I can move on from it and integrate it with other maps, I won't have to worry about the rest of this map until much later.
- Balanced for lean -- With the help of Watermelon I've got the beginnings of a leaning system, but it still has some issues to be worked out. Alternatively I'm thinking of seeing if I can use Nash's tilting camera resource to create a true leaning system. Either way, it's started but not finished.
[spoiler="Things I want/am working on"]
- Enemy sprite edits -- a tall order, to be sure, but if some edits could be done to the existing monster sprites that would be just great. Right now I'm using R667 sprites and sounds, which is fine, behaviors are totally different, but that still leaves the enemies more familiar than I'd like them to be, and I feel like that takes away from the experience.
- Puzzle system -- this is next up on my list, I'll probably implement a basic system similar to Phocas Island since that's out of my comfort zone but not over my head. Gotta get puzzle items working soon so I can start getting things moving forward gameplay-wise.
- Flashlight sprite -- some have complained that the flashlight sprite looks wrong. The way it's being held is...off. I can see what people are getting at, but I simply can't do sprite edits at that level and I don't know of any other similar angled flashlights. An edit to this sprite making the way it's held more realistic would probably be the best way to go.
- Flashlight light -- mainly aesthetic, but right now the way the flashlight emits like is very basic and unappealing. Something more realistic should be done at some future point in time.
- Next map -- Delta Complex is done, for now, so I can move onto the other maps.
- Leaning system -- what I have can be patched up and called done, or I could try for a true leaning camera (right now it's just a moving camera that moves only horizontally from the player's position).
[spoiler="Screenshots"]












Right now I'm working on this project by myself, though if people want to help out and address some issues that I can't handle, I wouldn't mind. Since I don't have anything in the way of graphical skills, this project uses a lot of outside resources, but I've been keeping track of where everything comes from and (as far as I know) I haven't taken from anything that I'm not allowed. This is an ambitious project and as such I don't expect to be done for another couple years. I'll probably post up specific requests in the resources forum as they come up, including some of the things I've listed above.