K'NOSSOS is a cold surreal adventure game about a man traveling the unknown reaches of the cosmos, and the things he uncovers on his journey. Gameplay is reminiscent of the point-n'-click adventure game classics such as "The Dig" or "Chronomaster", as well as the more recent titles such as "Primordia". The game puts equal emphasis on characterization, atmosphere and storytelling on the one hand, and problem solving and challenging puzzles on the other.

Post news Report RSS K'nossos - a Dev Diary

A K'nossos Collaborators diary. This is the first of an occasional series which is all goes to plan with tell the story of a game from it's first public exposure through to release

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Hi folks, during previous projects I have always written a developers diary, as much to remind myself of how I have spent my time, as for any other purpose. With K'NOSSOS, this hasn't been the case, I suspect that this decision was not driven by the thought that my powers of recall have improved.

So by way of introduction I am going to talk briefly about K'NOSSOS and and a little bit about myself. K'NOSSOS is a point and adventure game, set in the far future or the distant past. The game opens with the awakening of the lone passenger on a massive colonization ship.

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I was lucky enough to see some early examples of the art-work for this project, and I could see that there was something different, possibly even unique about the game. I got in touch with the creator Nikola and he shared his vision and his story, and I thought we have a winner here. We corresponded for a few weeks, exchanging ideas, and then I was delighted when Nikola asked me to be a collaborator.

My background is that I have been in the "serious" software industry for 30 years, I have worked in a range of different roles from Developer, through to a Senior Manager CEO. For much of the latter period I was involved in defense and security projects, and so can justifiably claim, to have done the "real" whilst you folks are playing with the virtual.

I have always loved point n click games, from the early Sierra titles, through to the modern interpretations such as Broken Sword. For a game to work for me, it needs not only to have playability, but great art work, sound, music an above all a consistent story. In an nutshell it's about being immersed in the game.

So where are we with K'NOSSOS. We are putting together an early release demo to give people a view of the product, hopefully this will start a dialogue informing the final product. Our target is to have this available some time in January.

Thanks for reading, more in due course!


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