"High Entropy" is a single-player FPS adventure for PC. My goal for this one is recreating the feeling I had while playing some of my favorite FPS/adventure games, the shooter part will be a key component but exploring the levels and solving puzzles (physics based, using computers...) will also be part of the fun.

Post news Report RSS High Entropy: changes and plans for 2014

It's been some time since I posted about my progress, so I'm going to try to explain my current plans for High Entropy in case you are interested. At some point last year I started exploring the possibility of making a more ambitious game, with open, exterior areas, more exploration and action... which is a type of game I always wanted to make, instead of my original plan for the game of an action and 'puzzles' adventure taking place in a building, advancing from floor to floor. I got quite...

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It's been some time since I posted about my progress, so I'm going to try to explain my current plans for High Entropy in case you are interested. At some point last year I started exploring the possibility of making a more ambitious game, with open, exterior areas, more exploration and action... which is a type of game I always wanted to make, instead of my original plan for the game of an action and 'puzzles' adventure taking place in a building, advancing from floor to floor. I got quite excited at first because it seemed more feasible than I originally thought using the free version of Unity, but the problem with that new approach was that things were getting more complicated and, after experimenting a little more, I realized that it's something I can make but will take more time and I'll have to learn how to overcome some extra technical challenges (the pro version of Unity would help with some of them but I can't afford to get it for now).

Because of that, and because I also really liked my original design, I've being thinking about splitting the project in two connected games (I have the story mostly worked out and fits quite nicely with this approach): one will be the short term one that I will focus on right now, the original game I had planned, and then the long(er) term one, that will take place later in the storyline in a more open environment. This way I can focus in getting something done that I think can be fun and interesting but relatively easier to finish, and then go for the more ambitious sequel (there are many things in common in both of the designs so making the first one will mean implementing many things I need for the other).

Anyway, that's where I'm right now, working on the first adventure, which, best case scenario, will be good/interesting enough to sell on digital stores and make some money (which will allow me, among other things, to buy a pro version of Unity), but we'll see how it goes.

Lately I've been working on a more final version of the 'retro' operative system for the computers in the game, a key element in my gameplay design, and I'm really happy with how it's taking shape and looks: it lets the player explore the contents of a computer using the command line interface (dir, cd...), finding documents with useful information and programs (mail reader...) and connect to other computers on the same network or devices like doors or sentry turrets... to solve puzzles. I also need to redo some things for the physics based puzzles and the shooting mechanics but those things were already in good shape, 'just' need to refine them.

That's it for now, I'll make a video and/or take some screenshots showing the new computers and turrets after I've worked a little more on them.

Comments
downlode
downlode

Glad this is still progressing, this looks really interesting.
That is a good idea, have you gave any thought to pre-orders? I for one would be happy to pay for the chance to try alpha-beta builds, and give feedback. I hope this goes well for you.

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binarynonsense Author
binarynonsense

Thanks!! I want to wait until I have a version of the game that contains all/most of the elements/mechanics I want in it and shows, to me and everybody, that having a final version is only a matter of time, before I think about the commercial/distribution aspect of the development, create a greenlight page... things like that. At that point the 'early access', alpha distribution... option could be interesting, although for this type of game (an adventure, mostly linear, divided in levels), as a player, paying for playing an alpha/beta version probably is not much fun for most people (with levels changing between updates, savegames breaking...). But it may be interesting for people, like you say, that want to try it, see how it grows, help test it or just support the development... so I'm not sure, I'll have to think about it when, hopefully, the time comes :)

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downlode
downlode

I for one wouldn't be too worried about broken save games, work in progress after all. This system worked well for a programmer on 'Tower of Guns' which is a different type of game from yours, more of a twitch shooter. On the Unreal engine, works quite well. I think it got him Greenlit on Steam with the added exposure.
Hope this goes well for you, we need more indie developers to keep the big guys with their cookie cutters in line! Watching your game closely, kind of looks like if Doom 3 and Fear had a baby and fed it steroids. All the best.

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binarynonsense Author
binarynonsense

I'll definitely have to think about it, thanks for your input and your kind words! (yes, Doom 3 and FEAR are certainly among the games that inspired me to make this one, many people seem to dislike or don't think much about Doom 3 nowadays but, although it has its flaws, I really enjoy playing it and like its atmosphere/visuals a lot)

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High Entropy
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Windows
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binarynonsense
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Unity
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