Fatigue is now on Steam Greenlight!
Please, check it out and give your vote!
Latest Video
There is a small pre-alpha demo coming out soon and I will be needing some testers. If you’re interested in taking part PM me
(Edit)
Fatigue is an experimental horror game inspired by old survival horror classics. Its gameplay combines puzzle solving and filling your characters needs. You have to avoid illnesses and stay healthy, while trying to find out who or what killed Larry Seinfeld.
The game starts when detective John Foley gets fired from his job due to his incompetense and lack of mental stability. Following his employers will, John takes a vocation in a small town of Pine Lake. Secretly he’s planing to start his own investigations, on a suspicious case of death, which recently occured at the same hotel he’s planing to stay in. In no time he founds him self stranded in the empty Pinelake Inn.
Fatigue strongly relies on atmosphere and aims to tell a story about dependence on others, decaying trust, and paranoia.
Nice! Good looking Screenshot.
I can really relate to your love in Silent Hill, because I played them all. Some of them up to five times (Yes, I’m that crazy).
The setting is quite similiar to the one in SH2… Reminds me of toluca lake and the lakeview hotel
I started making DevDiary videos from this project and here is the first episode wich is covering an introduction of the project and some basic features of the gameplay.
Yep. I’ve been working also on another project and on an asset pack that I hope will be going trough the review any day now.
This project has been little on the side but I have managet to get some progres done anyway. I’m just in the middle of making a video of first enemy I made. Hopefully I’m gonna have more time to work on this in a near future.
Thanks! I have thought about it. Some how throwing tons of stuff at enemies feels a little too comic
Well this model I made almost completely with zbrush. It’s really still just a placeholder and it has a terrible topology. Textures where done in photoshop. Baked color and ambient occlusion maps mixed with some textures from cgtextures. I think I’ll do the whole modeling and texturing all over again at some point.
The main character also needs to be redone, I think.
For everything else I’ve just used blender and photoshop. All the props are in one 2048x2048 texture atlas and characters have their own 1024x1024 maps.
It’s been a long time since I made my last update but I have been working on this project quite intensely. Reason for why I haven’t been doing any updates is that I was for a short time working on another project and after that I started working on this one again. I had some difficulties executing my original concept so I decided to start all over again. This time I’ve been using Adventure Creator to deal with most of the mechanics. Also my concept has changed quite drastically but I’m not going to tell allot of it yet because there’s a great change they will still change allot.
Here are some changes:
-The setting is now Hotel Pine Lake Inn.
-Only enemies are now all sorts of illnesses and your characters paranoid imagination.
-Main elements of the gameplay are now fulfilling needs and puzzle solving.
The grainy effect on the scene is quite interesting. Is that just a built in effect in Unity, an asset or custom made?
Do you care to elaborate on the difficulties you encountered, and what was end results that you couldn’t overcome that ultimately lead to you using Adventure Creator?
How has AC helped you overcome the difficulties you encountered?
Based on the changes you listed, why are there no enemies to speak of? Generally interested in your response.
The grain effect is just a basic unity Noise and Grain effect. I have to say that, now that I look at my screenshots it makes still images look really blurry.
The main reason why I decided to start all over using AC is that I discovered how unbelievably big and time consuming process it would be to carry out my original plan, especially when I’m not much of a coder. There where still allot of things I didn’t know how to execute. For example I have no idea how I would have saved transforms of every single pickup item if I picked them up in one scene and left them in another. I also started having troubles with keeping up with my scripts because I was learning as I went and didn’t have everything so well organised from the start. In any case I think I should have started the project from a scratch anyway. I bet there would have been allot of issues that I can’t even think of yet. AC lets me to skip straight to content creation while still giving really flexible base to work on.
Concerning enemies, I’m not sure how can I make them using AC or how to implement enemies I have already made. Also since I already gave up with idea of using any item as your weapon, picking them up and dropping as you like, I still wanted to do something differently than in old survival horrors. I was hoping I could make engaging gameplay without enemies and the sense of danger and unease just with possibility of death and a little bit of uncertainty of what causes it. Chances are this is going to be just annoying and then I’m going to have to rethink about the enemies.
This project has drifted now quite far from old survival horrors and I should probably do some changes to the starting post. Now it seems that my prior goal is to get it ready someday as good as possible without sacrificing my whole life to it