Triptych brings players through a Lovecraftian inspired tale of two brothers, and their history in the occult and esoteric; of cosmic horror, and an Elder God worshiped by a sect of vicious Necromancers. A lost civilization of Sarcon cursed since time immemorial, and themes such as predestination, fatalism and nihilism are touched upon in a story that caters to fans of "Weird Fiction".
Triptych is developed and lead by C-zom, and written by Dark Craft Studios. Excruciating detail through multiple years of development is being poured into the level design, games design, and writing department in order to establish a story of utmost maturity and thematic accuracy.
Triptych was conceived by Glenn Winkelmann Jr (C-zom), author of The Worry of Newport. He was the Lead Writer behind the penning of Triptych, with Ian Wiese (Dr. Doozer Primarily of VA fame) brought on board about midway through as Secondary/Assistant Writer to help further conceptualize and assist in growing the story, as well as to assist rewriting countless drafts. The protracted writing cycle took over a year, with numerous minor and major revisions credited to Seaglass and Maarten Basjes as well, resulting in a finished product numbering over 30 pages of written and spoken material.
Every square inch of the level design is done entirely by Glenn Winkelmann Jr. (C-zom), as well as games design and programming. In this vein it is, technically, a solo project, but it is being 'published' by his group at Dark Craft Studios for cataloging purposes.
Despite being 'published' by Dark Craft Studios, it is actually a solo project by C-zom.
C-zom - Sole Developer & Level Designer | Lead Writer |
Dr.Doozer - Secondary & Assistant Writer
KillerTruffle - Voice Actor - Jeremiah
Edwyn Tiong - Voice Actor - Dorian Caulm
StygianWhite - Lead Composer
Alexi Windler - Lead Sound Designer & Director
Dark Craft Studios extends special thanks to these contributors, or are not strict parts of the team. Thank you all so much!
Hanger34 - For his stellar Flash Rendered custom UI
Maarten Basjes - For editing numerous revisions!
Seaglass - For editing numerous revisions!
James Dean - Secondary Tracks Composer (We wish we could have worked closer together!)
Alan Grant - Graphics Artist (All Book Papers)
Viktor (DCS Member) - Minor level design contributions in a non-extant build (Your cave was awesome, but it had to go!)
Dark Craft Studios has employed the use of numerous programs, including but not limited to Geocontrol2,to construct the heightmap's of Triptych. We have used built-in or prefabricated or pre-generated heightmap's from the program(s) itself as well as handcrafted heightmap's, or usually a mixture of both. While not all of our levels are built on preexisting heightmap's, some are, and if you are the author of one of these and want our level to be restructured (Or, alternately, for your work to be credited) contact us at the email address below.
Triptych uses many mod assets (Flora, fauna, trees, props, buildings, textures, items, entities, etc) which were compiled by us from the now defunct crymod website. Because this website had its entire library of files deleted, it has reduced our ability to find -- and credit -- the authors of individual assets close to impossible. If you are an author of assets we use and want your work properly credited, or simply deleted from our mod, contact us with your concerns at our official email address, email@example.com | We apologize for any inconvenience this may have caused. We are not plagarists, and would be happy to credit you on a moments notice if you see your props from crymod in Triptych.
Triptych development continues to steadily rise towards a release, which is aimed comfortably at a Q3 2013 window. The continual maturation of the level design and themes is creating a fundamental consistency that was absent in 2012 builds of the game. Tonality, music, sound design and gameplay are all meshing together for a more uniform Lovecraftian/Occult experience. That said, there is still plenty for me to do and add to Triptych before I'm comfortable releasing it to the public, or even beta testing it among our staff in DCS.
It has come to my attention that people were unhappy with the amount of advertisement we were doing for Triptych, and I agree. We weren't showing enough of the levels or enough trailers, so I've fixed both of those problems below in the start of a massive media campaign.
One final trailer is being cooked up specifically tailored to newcomers of the mod, or people who don't "get" the story. It uniformly explains what the mod is entirely about and what kind of themes it tackles in a subtle, isolated way with trailer-specific levels and audio and music that you won't see in the game.
Triptych is a Lovecraftian horror/adventure that tells the tale of two brothers, Jeremiah and Dorian Caulm, and their experience in the occult since a young age. Upon visiting an ancient cemetery lost to the world, betrayal separates the two in a fork on the road and each brother ventures forward in their own way, experiencing Lovecraftian horror in deeply seeded occult themes along the way. The tale intersects between both brothers in splits (or creases) across time. A visitation to a supposedly lost civilization; a hellish dreamscape in a frozen town of Providence; the continual return to whatever truly happened in the Ipswich Insane Asylum; the Arid deserts of Egypt; and many, many more places are trekked through.
Triptych is developed and written for fans of Lovecraftian horror, as well as fans of Nietzsche, Crowley, the general occult/esoteric side of things, Sumerian, Gnostic, and Pagan themes. Things tend to get seriously dark and nuanced in Dark Craft Studios' stories, with a focus on mature and poignant atmosphere.
Our 'games' are a bridge between, say, Dark Corners of the Earth levels of story and interaction and Dear Esther style walking/listening/exploration. We don't tread heavily on combat, stealth, puzzles or anything else too much even though those aspects are present. We are a story-first developer.
Unlocked: 500 Trackers: Guaranteed release of a "story package" next to Triptych. All storyboards, scripts, screenplays, some old drafts, old lines, new voice acting, and in-game book pages in an easy to read format.
Unlocked: 525 Trackers: A play through of Triptych will recorded in a series of videos, with Dark Craft Studios developer bantering over it, from Glenn, Ian, and hopefully some supporting staff on the week of Triptych's release.
550 Trackers: Reaching 550 trackers will show rebooted interest from the community to us, and will allow us to release a "Final" Triptych demo. It'll be a repeat of last year's, but with the final builds of Chapter 1 and it's two flanking cut scenes. It will demonstrate all the things we've polished up in the year since the last demo including our new user interface, install process, book reading system, sound engine and more.
575 Trackers: Reaching this tier will unlock a full-fledged developer commentary by Glenn to be added as an optional feature in the Triptych install, revealing hours of detail in the story, level design, and coding processes and world creation.
600 Trackers: The highest of our planned rewards. If Triptych reaches 600 or beyond an illustrated .pdf release of ten short stories all set within the universe of Triptych, utilizing side characters or expanded mythos, will be written by the Triptych writing staff. A daunting collection of eerie, mysterious, thought provoking flash fiction stories as our compliments to you -- the fans -- for supporting us, allowing you to learn more about the world cultivated in this mod.
Latest tweets from @darkcraftstudio
Dark Craft Studios is taking a two week vacation from #Triptych to prioritize our yearly interests and plans. We'll be back soon!
May 1 2013, 1:12pm
Newest trailer for Triptych shows off 10 minutes of level/story design. T.co
Apr 16 2013, 2:35am
#Triptych character models are done; Usable Lantern system is done; human-acted cutscenes are done; five hours of level design completed.
Mar 14 2013, 5:32pm
Feb 13 2013, 7:43pm
Feb 13 2013, 1:15pm
Jan 17 2013, 2:47pm
#Triptych Optimization passes have begun, bringing the total average FPS up to 40. As well, designs on the epilogue level have concluded.
Jan 17 2013, 2:39pm
Jan 15 2013, 8:19pm
Jan 10 2013, 3:58pm
We will be cancelling the developer commentary on Newport due to poor reception and doubling efforts on Triptych's development.
Jan 10 2013, 3:55pm