Rebirth is a survival horror sandbox game with a focus on procedural environments and dynamic AI. Influenced by games such as STALKER and Silent Hill, all set in a sandbox world ready for players to explore. Use our complex melee system to fight your way past grotesque foes. Use your wits and stealth to conquer unsurmountable challenges. When all else fails, use your guns and risk enemy detection. How you play is up to you...But remember, you only have one life to live. Make it count.
During the last few weeks, I've been steadily working on new features, as well as fixing up old working ones. We are also close to finishing our custom character. I have also been thinking more and more about what the final game should be like.
Posted by Rico21745 on Aug 5th, 2012
I do a lot of work on the game. Pretty much, I do a little bit of code every day for the game. At least an hour or two every weekday, and a lot more during the weekends.
There's a lot of work involved in making gameplay feel like a game. When you have shooting mechanics, taking the easy way out and not making it polished and nice can really put people off your game. I'm a firm believer that gameplay comes before anything else.
I'm one of those guys who's disappointed about a lot of the current state of games. Games are too easy, games are too focused on providing a "cinematic" experience. They are too focused on trying to be "art". So many of these developers become so focused on making games into other things, that they forget why games are unique experiences. Games are not movies, they are not books. Games can be art, but art itself is subjective. I've seen a lot of paintings and sculptures that to me are not "art" yet to others, they are the epitome of it.
I am a firm believer that games can be art, but that the art of games is not just in how it looks, not just on the story being told. The real artistic element in a game should be first and foremost the one thing that distinguishes the medium from all other audiovisual experiences: Interaction.
Interactivity makes a game what it is. Gameplay can inspire deep feelings in a player. From fear in Amnesia: Dark Descent, triumph when you beat a difficult game like Demon Souls or Ninja Gaiden. Excitement about the prospect of getting a shiny new weapon. Gameplay can instill all these feelings and more, yet, so many games out there try so hard to impart these emotions through means they see in other mediums: Story and Visuals.
Don't get me wrong, a good story and great visuals are a boon to any game. However, why is it that people play a game like Minecraft when it has neither? The answer is gameplay. This is our focus for the game. Gameplay is king.
Now that you know a little about the design philosophy behind the game, let's open up a few more of the mechanics I have built in the last two weeks:
I think this is enough to mull over for now. As always, please leave your comments and ask any questions on your mind. Suggestions and ideas are always welcome :-)