Triptych is a Lovecraftian horror adventure written and developed by Dark Craft Studios. It deals with two brother's journey into the occult, Necromancy, and cosmic horror.
The second Chapter of three in the Lovecraftian horror series, Triptych, has entered full scale development.
Posted by C-zom on Feb 17th, 2012
C-zom here to talk to you about Triptych - Chapter 2. We have entered full scale development and writing processes (Ian Wiese of 1187 fame is providing editing duties as well to collaborate on the story, and his character, Dorian Caulm) with 4-6 hours plugged daily into writing, level design, or both. I've listened to all your complaints about invisible walls and static lighting and the extreme brevity of Chapter 1 and hope to appease all involved by drastically upgrading the back-end engine for Chapter 2. I'm using higher quality texturing to paint distant scenery while using a random algorithm of bumps, hills, dips and decals on close-end terrain in order to make everything seem realistic and less "flat" like Chapter 1 was. Furthermore, a few entire days have gone into the careful calibration of the Time of Day used when you are outside of the caverns in Chapter 2, which will be often. This enhanced ToD will provide stunning lighting and visuals, rather than being placed flatly atop the mountain crest in Chapter 1.
Furthermore I invested in a relatively expensive program to generate heightmaps in. These will provide a sense of scale and immersion unlike the hand painted environments of the previous Chapter. I can promise you a grander sense of awe will generated from the graphics than before. Reference pictures have been attached below of this new program in action.
On top of the visual improvements game play has also been fleshed out with a steady, slightly faster walking pace, introduced consistently. The book pages can be toggled on or off until the narration is done, allowing you to take peaks or to just turn them off and listen to the audio while exploring. Any lantern seen in the game can be picked up and will spawn a light source on it. When thrown or dropped, the light turns off. In order to still guide the player we no longer use paths of lonesome lanterns on poles but now use distant lighting, fire pits, and other more subtle cues. If you see any lantern at all, pick it up and it will be lit in your hands.
On the game play front end Chapter 2 features some more puzzles and levers than Chapter 1 did as well as having offshoot (Think Alan Wake) dead end paths with more goodies, readable materials, and narration. The entire experience will revolve around Dorian Caulm visiting an archaeological dig site in search of a fabled lost city for various purposes due to the (currently unseen to you) events of Chapter 3. Whilst exploring the large caverns and ruins a lot will be learned about this mythological civilization and we're pulled out all the stops on writing. Lots of mythos and contemplative fiction will be rolled out in steady fashion, thereby retconning the previous development goal of having minimalism in the story.
Chapter 2 will release April 1st, 2012, will build into the events of Chapter 1 seamlessly while expanding the story and mythos behind Triptych and will be about 45-60 minutes in length. More information will be made available as time goes on. If you have any questions, comments, or even suggestions the comment box is readily available below.