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Story:
Alone you arrive at Heritage Hill in Weston, NH. The area seems to be abandoned. Without question you head into the nearby forest and trek through the thick fog. In your hands is the note you received by your bedside when your fiancée left you in the middle of the night. Written in his handwriting you read, "My Dearest Emily, I love you with all of my heart, but before I can marry you there is something I must do. A long time ago in our secret summer vacation town something happened to me. I cannot explained it, but just know that I love you and that I will return soon. Love, David."

It has been over two weeks now and still no contact as been made. Without getting the police involve, Emily takes matters into her own hands. Wanting her fiancée back alive and well she departs for the mysterious town of Weston. She arrives at their favorite spot within the town, Heritage Hill which overlooks the surrounding areas. She believes it is where she should begin her search for her missing lover. Unknown to her, she is about to be entangled in a web of mystery filled with horror. The town of Weston is town with a troubled past and an eerie history. Her love for her fiancée will be put to the test, but the question is will she survive?

Overview:
Requiem is a first-person/third-person puzzle game in an area full of mystery. Players will assume the role of a female heroine named Emily. She is on a quest to find her missing lover and learned of the truth behind his disappearance. Players will have to find the clues in order to solve the puzzles that stand in Emily's way.

Features:
-Custom models and assets
-Ambiet soundtrack adds to the atomsphere
-Eerie fog
-Large open areas to explore
-Every chapter provides a new situation and setting for the player

Special Thanks:
-ITT Tech GB for providing me with the necessary tools and equipment to make my solo game project during class.
-Andrew Kolb for teaching me 1-on-1 and helping with this project, and taking time out of your busy schedule to teach me GD400.

Credits:
-Designed & Developed by: evan0605
-In-Game Music: Jengster - janolavnorberg@gmail.com

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4 comments by evan0605 on Sep 14th, 2009

Requiem


Reqiuem Dev Blog #1
09/14/09

I have started a new quarter and it is full of game development. Later tonight is my Capstone class where I will be developing another Indie game. Tuesday night is my Ethics class. I had to have some kind of an education class this quarter. Wednesday night is my 1-on-1 independent class with one of my favorite instructors, Andrew Kolb. Andrew was an employee of our local game dev studio, Frozen Codebase. There he worked for two years before they had to downsize do to budget cuts, but he was able to have his name on two shipped titles: Screwjumer! and Elements of Destruction; both which were released for XBLA. And Saturday morning is my Game Dev Team class where we will most likely build another title as a game team seeing how there's only six students in the class, but some of them are lazy and non-dedicated students. So that class might be a disaster in general.

I had Andrew as an instructor for Level Design II last quarter so when my school tried to screw me over by not offering a certain class pushing my graduation date from March 2010 to June 2010, I knew I had to do something. Luckily I had the prerequired class GD330 last summer because last quarter they offered GD400 Game Interface Design, but when I received my class schedule it wasn't on there. I ask the Registrar if there another core class I am missing this quarter that might not be offered next quarter, because ITT has a habit of doing that. Turns out there was and I missed the class and was able to pled my case for an independent study class with a game instructor. Andrew was my first choice because of his experience and I loved his teaching methods.

I pitched two game designs that I wanted to do this quarter, one being the other title I will develop later tonight, and one being this title. The class is Interface Design so Requiem was the better choice seeing how the other title involves no custom interfaces within TGEA.

For this title I started to use an old version of Hammer (3.5beta) because it is the only version of Hammer that is able to work with any TGE/TGEA version. You can set up Hammer to export the Worldcraft files into .MAP files and then compile them into .DIF files that the engine uses as a custom model or level. I am using Hammer 3.5beta for my custom assets because I already have the experience with HL2 mods and its easier then using Studio Max and trying to create the collision and boundry boxes around the objects.

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I will also being using a new dev tool I never even heard of; L3DT. Andrew will be helping me learn this tool so that I can create large open levels instead of using the crapy world editor within TGEA. Watching a demo video of the programmer creating large worlds (.TER files) sparked my interest in the program because of the all the tools you can use to easily build caves, craters, landmasses, oceans/lakes, etc. It is much easier to use then the world editor in TGEA to build .TER files and create mission levels for the game. The Pro version offers the exporter for Torque and the licence is only 29.99 for Indie. Trust me its worth it if you have ever tried to use Torque's built-in world editor.

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I am now in the process of building the custom assets for the game using Hammer and .WAD packages for textures. I have created the necessary tombstones for the graveyard section of Heritage Hill. This week during class I will be using L3DT to create the level and world. I will post screenshots of the game world when I have a working beta in process.

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My classes are only 11-12 weeks long so I don't have long to develop this title, and doing it alone which isn't easy. But it is something I love doing and I hope to have the Heritage Hill level done with working pickups, triggers, background music, ambient sounds, and custom interfaces. Plus I will be developing another title for Capstone, maybe alone as well. We'll see how the Saturday class goes as I am 100% sure nothing on the team will get done.

Anyway, I will keep Reqiuem updated as much as I can over the next few weeks and I will be bringing you guys the next title as well once I get some custom models going. Thank you, for taking time to read this article. You may email me at evan_salas@hotmail.com or PM me here your questions. Thx!

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Requiem

Requiem

Nov 21, 2009 Full Version 3 comments

Full Version Requiem. Download file, Extract file, Open folder and open "game" folder, double click .exe file.

Post comment Comments
Petzi
Petzi Dec 26 2009, 12:07pm says:

Does it end once you enter the church, or am I missing something?

+1 vote     reply to comment
Me.hungry
Me.hungry Jun 20 2010, 4:10pm replied:

Same thing happenend to me! I thought it said Full Version"!!!!

+1 vote     reply to comment
The_ewok
The_ewok Dec 21 2009, 1:17am says:

does torque use hammer editor?

+1 vote     reply to comment
evan0605 Creator
evan0605 Dec 21 2009, 10:40am replied:

yes, but you have to do some work with the Run Map settings, and then drag and drop your .MAP file onto Torque's Map2DiffPlus.exe file in engine/tools.

+1 vote   reply to comment
azultain
azultain Sep 21 2009, 1:11pm says:

i hope in the futur your project don't die

0 votes     reply to comment
evan0605 Creator
evan0605 Sep 14 2009, 3:33pm says:

inspiration is drawn from SH and Siren games

+1 vote   reply to comment
Sadonikus
Sadonikus Sep 14 2009, 2:36pm says:

Very Silent Hill-like.
Maybe too Silent Hill-like!

A bit more variation would be better...

-1 votes     reply to comment
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Requiem
Platform
Windows
Developed By
evan0605
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Release Date
Released Nov 17, 2009
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Style
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Puzzle Compilation
Theme
Horror
Players
Single Player
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