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Post news RSS Obelisk - Dev Diary #1

Since we've just started on IndieDB, we decided to start a weekly Dev Diary series where we can give you the scoop on what's going on in the development of our game!

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Hello, fellow gamers. To start this off, I'm going to introduce us. We are AmorphousMass, or AmorphousMassGames. We were established in late 2012, and were originally composed of 6 members, but some of them broke off to do other things, and we were left with 4, one being myself. And while I'm at it, hi, I'm Jacob; I'll be writing most of these diaries. So I don't exactly know how long this diary is going to be, but I am going to attempt to just let it flow as I go along.

So if you clicked on our page, it must have piqued your curiosity. Obelisk was originally a concept created by, Jagger, a fellow member of AMG (You might see some of him around here, too). Obelisk is, at its core, a survival horror game with a good mix of stealth. You play as a character with no name, or you could consider him being yourself as to immerse yourself deeper in the game, and he is kidnapped by an organization in order to rebuild a spire-like object labeled as the Obelisk.

The game takes place in a town by the name of Newbathe. Newbathe is a small town consisting of a residential area, an industrial zone, a forest, hills, underground areas, etc. (Keep in mind, the map will be massive, and will not utilize loading screens, as it will work off of rendering the game as you go along.

Once every year, there is an event in which demons arrive at Newbathe for unknown reasons, and this organization wants to prevent it. In order to do so, they must acquire an Outsider of the group, and they must fulfill the task of building the Obelisk. Unfortunately, you play as the Outsider.

Now that we have a chunk of the plot down, lets talk about some key features.

One of the most important features in the game will be the fact that the map, the environment, and the creatures will evolve. By that I mean that almost EVERYTHING will change, real time too. This will work off of a few different factors, a couple of them being how far you've progressed, and how much time you've spent in the game. To get a better idea, I'll give an example. Lets say you first load into the game. All's good, quiet. You begin to progress, looking for chunks of the Obelisk. Everything seems fine, no enemies, no nothing. 5 minutes later, you've traveled a long distance, and soon enough, you find a piece. All of a sudden, you catch something out of the corner of your eye. You turn and try to get a good look at what you saw, but it scurries away before you can focus on it. You cautiously pick up the piece and trek back to the Obelisk altar. 10 minutes later, the sky's a more sinister blood red, and you've started seeing even more creatures stalking you. Flash forward 30 minutes; you've been playing for a while, and you already have most of the Obelisk built. The smaller, stalker-ish creatures have grown in size, acting more hostile towards you, and you've begun to take sight of massive, hulking creatures prowling the streets of Newbathe, in search of you.

That's just a fragment of what I can explain about our evolution feature, but now I want to get into the stealth aspect of the game. If you want to survive in Newbathe, you're going to want to stay out of the way of hostile creatures, so we are planning on giving you the tools of doing just that. You will obviously be able to sprint, but you will also be given the abilities to lean, and to slide. All of this will be in fluid motions, and nothing will seem clunky or robotic.

The creatures in this game will all have their own unique "genetic make-ups" when it comes to searching for you. What I mean by that is that when you are spotted, the creature will begin a "hunt mode" in which it will search for you and try to find you at all costs, until it knows for sure that you are no longer there. Many things will influence the creature's abilities to do so including their fields of view, types of sight (we'll get into this at a later time), how much sound you're making, and how much darkness is concealing you, if any.

So I think I've explained a lot of the game and its features so far for you guys, and I don't exactly want to give it all away at one time, so I'm sadly going to have to wait until the next time I write one of these, which may turn into a weekly thing, it depends, so thank you guys for reading this, and we're sorry about not having a lot of content ready at the moment. That will change soon. Plus we plan on giving small updates about the game itself everyone once in a while, hopefully we will have one of those up soon, so keep your eyes open.

Thanks again

~Jacob (AMG)

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