A young, idealistic writer attempts various esoteric practices - including astral projection - in a journey of self discovery and as research for his novel. As he manages to leave his very body, an odd sense of displacment possesses him and he wakes up in the recently deceased shell of a young warrior on another planet within another dimension. Little did he know that this energetic rift that hijacked his astral body was a reccuring interdimensional event that transports lower astral creatures and so called "lost souls" to possess and resurrect the fallen in the otherwise utopic world of Spyra. A cataclysmic event that happens every 700 years to rinse the universe of useless energy such as lost souls. The Symarian necromancers, guardians of the dead, mistake you for the messiah sent to end this catastrophic reccurence once and for all. Will you find the means that grant you passage back to your own body? What secrets will the land of Symaria, the desert nation of Spyra, hold for you.
A small update. Announcing some changes in the projects flow and narrative aswell as a delay in its production.
Posted by Serygala on Aug 2nd, 2013
In case you where wondering why I didnt update this
sooner and why I show so little new content, it is because I rerouted
the project a little. I ran into a couple of issues that I had to adress
for this to be any fun for non-fpsc users.
* The original concept had the protagonist wandering around in ancient
burial ruins for 5 entire levels before he enountered the first
character to speak to. I figured this would make a lot of players give
up and the pacing was really awful.
*Having the entire setting being a tomb didnt allow me to properly
justify all the traps and magical devices in it. Why would they be there
anyway? Instead I redesigned it to be in a tower where the necromancers
reside that is however already overrun with the undead. (not zombies
per se tough, these can talk and wield weapons.)
*A grave needed many corpses, skeletons, mummies, bodybags and graves
and went too repetitive too quickly and too heavy on the memory cap.
*I also redesigned the story to be more compelling, yet more confusing
aswell. I dont want to explain everything in this prequel.
Above all, I must admit that I saw Dimoxinils "Schizo" gameplay video
and was very impressed. There seemed to be more I could do with FPSC and
I took this project a notch higher persuing that notion.
There is little being changed style or gameplay wise other than there
being more characters to interact with. It might take a little while for
me to show up with more content as this will need me to redo a lot of
things, redesign some quests and puzzles that where too "rushed" and
I also really want to do a teaser video. So! I hope you people remain
interested in this project and feel free to comment and air your