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.

Report article RSS Feed Triptych - The Road to Release

A gigantic news coverage of new features, characters, and more engine features.

Posted by C-zom on Mar 15th, 2013


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Triptych development continues to smoothly go forward. I've recently secured the confidence in a few new systems in my engine that I'm sharing with you below, as well as optimization to the general flow-graph and file structures. More importantly, I've recently wiped the review and rating vote counters to reflect the difference in quality for the final release coming up. I'm happy to announce the final aggregated review for the demo was 9.2/10, an achievement that equals the final review score of the completed The Worry of Newport. This thrilled me, and assures the final version of Triptych has no where to go but up.

The Road to Release will be uploaded to replace the static cover image on our front Moddb page in the coming days. The graphic will feature numerous loading bars and explanations for what they are building to, as well as predicting the 'next' thing to expect released in our media campaign that began today. To give you a heads up, we only have a few more months of development expected.

This monolithic news post will unveil two enhanced features in Triptych's engine in video form, including a tech demonstrations for our usable belt lantern and the improved book reading (which can be revisited).

Lantern System


  • The Lantern System (Thanks to scouring Crydev posts to be able to find the code for such a raycast idea) should help to give the players a sense of grounding and atmosphere in our darkest levels without being totally blind as a bat. It will eventually be taken away when you're above ground. It can be activated with F and disabled with G. In final quality, it will have a small sound effect or particle effect to go with it. Being on your belt, it allows for your hands to be free ala Dark Souls.

Lantern Tech Demo - Mod DB

Book Reading System


  • The book reading system is now weighted on a hefty number of failsafe and redundant coding checks, meaning you can't buzzsaw through the pages accidentally, or even worse, accidentally close the whole thing and have lingering 'pages' assigned to buttons that overlap later on. All of these Newportian glitches have been removed. As demonstrated below, mashing the keys or clicking the buttons furiously won't work until a certain threshold of time and compression is met in the code. Meaning quick key-pushers on reflexes won't be pushed, and you need to read for a little bit before moving forward.

Weighted Book Reading - Mod DB

Character Creation


  • Utilizing the in-engine Character Editor, we've managed to conglomerate numerous NPC's into who will be the standing model for Dorian Caulm in all cutscenes. He doesn't look as I envisioned him, but DCS is not equipped with the ridiculously expensive -- and extensive -- tools, and time, respectively, to create our own models from scratch. Maybe in the future 'Tales from Afar', but not here. Nonetheless, this is an apt demonstration of what he will look like in the final build. Players need to prepare themselves for uncanny valley retro, for although he is modeled, his mouth cannot move to a bug on Crytek's end, not ours. We will be fixing this with low-lighting conditions and camera angles.

Dorian Caulm

Team News


  • Alexi Windler has been hired to go into all of our levels one by one and conceptualize an entire sound-stage beyond what my meager understanding can accomplish. This means variations in one-shot audio, ambient audio, randomly generated audio via triggers and more subtle environmental nuances like animal noises or trees rustling now and then. A Dark Craft Studios production has never been complimented by a very good sound-stage, and this will be the first time an audio engineer is brought in with FMOD skills to create one for us.

Release Milestones


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.

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 this pinnacle number will guarantee the release of a "horror demo", a story-in-a-story of a man trapped in a dungeon with a necromantic cult. The player must find the means to escape, uncover their past, and potentially learn more about the Necromancers. Stygian crypts, dark hallways, lanterns, fog, and a few outdoor environments will compliment this pre-release second demonstration of the tech we're using.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.

New Media


Deeper GravesChapter 1 - Final Atmosphere
Jeremiah's House - FinalAutumnal
Chapter 1 - Final Atmosphere #2Council of Four

Post comment Comments
Amensia
Amensia Mar 15 2013, 2:17pm says:

(I know it's WIP, but these are my thoughts... Just to make sure were on the same page, different countries have different names for things. Your lantern is a oil/wick based light source right?)

(1) I think lantern might be a strange choice for a light source that hangs on your belt. I have no idea how creative you can be with the CryDev kit. But assuming that you had full control, and you guys had the expertise & time to do this.

Having a lantern on your belt with both hands free to do stuff should give a minor penalty to the lantern. For one the light radius is dimmer and what is shown is limited to where it is placed. (For example if its on the left hip, the lighting on the right side should be dimmed or not shown as clearly or not at all.

Vice versa if you hold the lantern, the light radius is greater but you only have one hand to deal with things.

Overall I guess the lantern is ok, the way it shows light is a bit unrealistic. And the transition of light should be smoother, looks a lot like a flashlight atm.

(2) Also in the video, why is the lantern flickering?

(3) Lastly, it would be better to bind both the On & Off Lantern to a single keyboard key. For one thing it works perfectly well in other games so I see no reason to why their should be two keys, it just makes it harder and slower for the player, even if the difference is microscopic in size. And like I said above, it just takes up more space than it needs to.

+3 votes     reply to comment
C-zom Author
C-zom Mar 15 2013, 2:35pm says:

That was a tech demonstration. The final lighting is much more educated and polished, the radius is hugely exaggerated so that the players could easily see what it "does" through fraps compression.

The lighting will prefer your right side by 25% due to the hip radius, and the radius of the light will be cut almost in half, giving a more realistic cast -- you need to walk up to things to see them in super detail.

Finally, it flickers because it's a wick and fire lantern. I know its not the most realistic thing in the universe, but it's conceptualized off of the fact we can't code a usable lantern prop or inventory screen, and we're pulling a Dark Souls in having an ambiguous 'light source' achievable to the player.

Two actions, summon and despawn, cannot be tied to the same key.

+2 votes   reply to comment
Doyle_138
Doyle_138 Mar 15 2013, 2:38pm says:

Stunning work. :)

+3 votes     reply to comment
rc2609mo
rc2609mo Mar 15 2013, 6:06pm says:

Awesome Update! I hope the Milestones will be reached, i would love to play the "horror demo", but i guess creating 100 Accounts wont work, eh? ;)

Im really looking forward to playing this mod!

+3 votes     reply to comment
SonofX51
SonofX51 Mar 16 2013, 12:15am says:

Really promising and amazing, nice to see you guys didn't hit a wall in development.

My only concern is, will this be friendly to medium or lower end computers like Worry of Newport (which was only optmized for lower end computers to an extent, I noticed)? I run a 2.8 ghz quad core, 6 GB of RAM with a Radeon 6770 w/ 2.8 video RAM. how would that fare for this mod?

+3 votes     reply to comment
C-zom Author
C-zom Mar 16 2013, 1:18am replied:

It uses the same rendering techniques from Newport, only with more fidelity. It should run at 30fps on your rig on very high settings at 720p or higher. Optimization techniques have advanced since our Newport days.

+2 votes   reply to comment
SonofX51
SonofX51 Mar 16 2013, 1:30am replied:

Thanks, very happy to hear that :).

+3 votes     reply to comment
d0lphin
d0lphin Mar 16 2013, 7:16am says:

I would like to translate this mod in Russian. Is it possible?

+3 votes     reply to comment
cryptoshadow
cryptoshadow Mar 16 2013, 7:16pm says:

Nice update! I'm also glad to see we've reached the first milestone!

+2 votes     reply to comment
oversoon
oversoon Oct 10 2013, 1:55pm says:

I'll be waiting for the final release, but I am very impressed already. I'm glad someone is still making use of the awesome modding platform that is Crysis.

+1 vote     reply to comment
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