A few days ago we said that we'll bring you a new update within the next days, and here it is. It's also the first update which goes more in detail with the project and is actually more than only a few screens.
So, with this update we go a little bit deeper inside of the story of Insanity and the level idea of our project and after that we show you a short clip of our animation work (the first media update with a movie :D). At the end of this update there are some screens of final and WIP assets. We hope you enjoy it ;)
!!! SPOILER WARNING !!! Everyone who doesn't want to read something about the story, skip the first 2 paragraphs
"Insanity is a 1st-person horror shooter. The player takes control of a male character with a mental illness. He always strolls between his good and evil personality. The story takes place in the dark and crazy mind of the main character where he is able to use supernatural forces to fight against his enemies." - That's the short description in our profile.
But what does this mean? Oh, well, where should we start? The game starts in real-life where the main character gets caged in psychiatry. After an injection, he falls into a deep dream where he tries to repeat his actions to find out why he got arrested. Some of you will ask "But what actions do you mean?", and we would answer "Well, every story begins with a beautiful girl". In our case, this girl is called Claire. The whole story revolves about the relationship between her and our main character. But Claire isn't without any troubles, so, it's your assignment to protect and help her.
But what do we mean with a good and evil personality? Actually, this isn't 100% correct. The main character is a shy guy with personal debilities. So, the result of these debilities is a second personality which helps him through his surreal dream world. This fact of two personalities will also play a very important role in the game play, but that's another story within another update ;)
And now, the last question should be something like "Dark and crazy minds? Supernatural forces? Demons? Uh?" ... Well, the story takes place within the dream of a schizophrenic person. So, we decided to reflect this within his dream world in three points:
- The levels are still liable to the real world, but with a scary light setup and less colorful than it should be.
- His enemies aren't normal humans, but terrible demons.
- And his only way to fight against them are cool supernatural forces
We hope this few sentences gave you a short and understandable introduction to our story.
Levels Overview / Connections (story based)
Now, let's have a look on our levels. We've already announced that Insanity consists of 7 different locations. The background of our story is a complex concept of different locations which tells different pieces of the story, ordered in a linear sequence. Like we said earlier, the player has to repeat his actions within this dream. That means that every location is an important action for the player which he has to relive. Finally these locations are not as big as a complete level, because they are linked together with dark corridors of our psychiatry.
CCK - Corridor Construction Kit
In this part of our update we show you how we build our corridors and what you can expect of them. Like we mentioned in the previous passage, we'll link our levels with dark corridors. During our (short) concept phase, we noticed that this corridors will be a lot of work, so our Lead Environment Artist came up with a significant idea which resists in our "Corridor Construction Kit". The simple principle behind this construction kit is it to create different pieces of the corridor which could be linked together in the editor. Through the material framework of the Sandbox2 editor, we are able to texture them individual and finally decorate them with different assets to achieve different results without such big efforts.
In our last update, we showed you a picture called "Animator @ Work". Some guys were confused about what we're doing there. Actually, this was only a picture of our video shooting to gather ideas how the crawler should "walk" or attack. Finally, we are working with these images as references for our animations and today we show you the final output of the specific animation shown on the previous picture.
the OverKill Visualz Team