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You play as Sean Crichton, a badass Soldier Boy (modeled after Cillian Murphy), who one day receives an order from his Badass Mentor, Col. Nigel Bruckheimer (modeled after Jurgen Prochnow), to investigate an experimental underwater research lab, the Oberon-1 Station. He is also supervised by Svetlana Tikhovliz (modeled after Margot Kidder), the female Corporate Authority and the facility designer and formal person in charge. Once he arrives there, he sees that the place is full of zombies; later on his adventure, he somehow finds two survivors: his sister Natasha (modeled after Amanda Pays), who was a scientist before the zombie outbreak, and a mysterious cyborg mermaid girl Marina (modeled after Sandra Bullock), who is also referred to as 'Specimen 23'. OCEAN is an 'intellectual' shooter with environmental theme, psychological undertones, suspenseful atmosphere and a romantic subplot.

Post news Report RSS OCEAN - Back To The Roots

Well, no bad news so far! This is an upcoming changelog for the things you'll see in OCEAN Full Version that you have NEVER SEEN before in any of the demos!

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  • New weapon sprites! In order to bring the game to the location specified in this post's title, I have more or less redrawn all the weapon sprites in a classic centered manner (a la Wolfenstein 3D, DOOM, Marathon, Quake 1). This was done for two purposes: to bring back the 'Marathon' feel to the game and to give them the 'hand drawn' aesthetic;
  • Don't worry, the current weapon sprites won't be discontinued. I will release them separately as something like 'OCEAN Classic Weapons Pack'; (in fact, that's what I am gonna do next)
  • There is also a (hopefully) upcoming set of polygonal weapon 3D models that one sweet guy from ModDB suggested to make. So there will be another additional weapon pack, too;
  • So in the end, there'll be three options for weapons: 3D renders/digitally drawn sprites ('Classic Style' that you all know and love), 3D poly models (let's call it 'New Style'), and the definitive/default ones will be traditionally drawn sprites (let's call it 'Canon Style');

* * *

  • Also, I will alter the physics to decrease the gravity, friction and speed, to let the game gain these 'floating' slow physics like in, again, Marathon Trilogy;
  • Before you shout 'Ripoff!', please keep in mind I am doing all that above just because I have remembered that originally, after I've decided to make OCEAN an FPS, I have consciously chosen to make it as sort of a poor man's Marathon, and even considered the Aleph One engine; as we all remember, I have abandoned it after discovering that it has rather poor editing tools for Windows;
  • Also, there'll be an enhanced help and hints system (as suggested by one of my DeviantArt friends);
  • Well, there'll be new textures, but you have all seen them already;
  • And - ATTENTION! - there will be expanded and slightly reworked maps! According to another feedback from DA, the current maps are pretty small by classic FPS standards, and I agree - that's why they won't be so in the full version!

So now that I've gotten all that off the top of my lungs, one question remains:
On October, 15, will you be ready to prove your naval supremacy?!

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