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Delusion:Source is a single-player story about a sanitarium patient who is forced out of his institution during a violent outbreak. You are Jacob Stiltz, a resident in Walnut Cove's Hospital for the Criminally Insane. Little is known about you, even you yourself are oblivious to yourself and your surroundings. What happens when a lunatic is released unto the world unsupervised, with his only guidance coming from another inmate that suffers from the same condition as yourself? It's a thriller story that only you, the player, can unfold.
We just figured that we should keep you up-to-date with some of the final areas of conception before we go a bit silent during development.
Posted by Misto23 on Aug 14th, 2008 digg this super bookmark
We just figured that we should keep you up-to-date with some of the final areas of conception before we go a bit silent during
development. Kyle (Sebhael) and I had a decent chat about what directions somethings should take in the mod; and we think
you might be interested to hear the revisions in the original project plan.
1. Episodes;
We have agreed on this distribution method for a number of reasons; a lot of the other current members have
requested this as well.
It just seems like a decent way to provide some relief for the team, and a way to leave cliffhangers for people who will play the mod.
2. "Not-So-Restricted" Gameplay;
It's the new age, and linear games are out the window.
Heavily railed games just seem to lack any replayability unless there are achievements or some other incentive for a player to
replay the game. We don't have a single bit of urge to add "awards/achievements/unlockables" or any other "arcade-ish" features to the mod.
So, to make up for this; we are simply going to try to add as much choice as possible.
I don't want to say the mod will be "Free-Roam" as it won't be. There will still be a hard-lined objective, and an place you will need to go with
a certain path already planned out.
It will be more about the freedom of how you play.
How you can dispatch foes, how you can sneak around, how to solve a puzzle, etc etc.
Just to try to gain a decent bit of replayability.
3. (and 4.) The "Paranoia" System;
This is a concept that is completely in the air, but I thought I would share it with you anyways.
Just because I really hope we can implement this into the mod, and I think you will as well.
The "P"-System is simple.
The more grotesque/gruesome imagery you witness; the more it wears at your physke .
As your mentality takes hits, your perception and effectiveness drops in combat and awareness.
Causing slight hallucinations, "jitters", and other un-desirable effects.
(This is where 4 is); All of the effects caused by the "P"-System can be reversed of course. There are currently two main reverse methods planned;
anti-anxiety pills (sparse), and just time alone.
Those were are newer feature plans; according to the progression of the mod could open more features up that we talked about as well.
None of which is for this article!
Welcome!
Over the past few days we have managed to fill a few more slots on our roster, I'd like to take some time to welcome them into our team!
Marius "Ekonk" Koelink - Concept Artist (Back-Up Level Design)
Douglas Oliver - 3D Modeler
Matěj "czech_d3v3l0p3r" Grabovský - Programmer
"Ownt" [Just got added as I wrote this XD] - Sprites (Concept)
and Mark Paul - Texturing/3D Modeling
Welcome to the team!
Help Wanted
We could always use more help; that's no question.
At the current moment, we are still looking for help in any department!
If interested; contact either
Sebhael - sebhaelATgmailDOTcom
or Misto - firemblem423ATcomcastDOTnet
- Misto
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Pretty nice concept.Waiting for this=)