Just a new game teaser

Hi there! This is a just single image post to show next game; I had to post a hiatus on my other first (big) FPS 3d game (is just humongous and been working 7 years on it; I need to pause, do something else, am burning out; will come back later after this new one or other ones); this here is a type of game that is quicker to be made, thus, it will help (a lot);

it is a Beat’em’up genre game; in 2D style; think like old days arcade 2d fighting games with scrolling backgrounds; (it is not a ‘scroller’, nor a ‘platformer’ nor a RPG, nor any other type of pixel 2d game); it is, a Beat’em up; or, you could say a ‘hack&slash’…but not; it is a Beat’em up, exactly; beat’em up games often have a sort of ‘isometric’ plane where we can 'walk around in 2.5D; instead of 2d platofrmers where you go left, right or up down…that’S it…here you can ‘walk around’ on the plane/ground, you can ‘recede’ or walk towards camera (well…not really; it’s a orthographic view ‘isometric diagonal view’ (2.5D); like Stardew Valley; but not same genre at all (this game is a ‘mining/extraction/farm/animal/micromanagment sim’ game; mine, here, is a beat-em up; in it, you have to ‘beat’ many many opponents that come wave after wave as you progress in the levels; the melee is very important, and beat’em up games…are all about the Fighting/beating action.

As you see it is a bit jumbled up here; because certain assets are not supposed to be there; it won’t look jank half-assed assets that don’t fit together; or, at least, the least I can…I understand/know that cohesion is critical for a game/assets…and its ‘art direction’…other it looks jank/unfitting/uncohesive world; thus, the player will feel disengaged and ‘spot’ the ‘uncohesion’…thus, lose ‘immersion’/be ‘out of it’…disengage from the game.

The old saying is : ‘‘Home Sweet Home. A Place For Everything. And Everything In Its Place.’’

Meaning…every asset…needs to fit/blend/be cohesive…and have ‘its place’…there; everything fitting, and everything having a place; and everything in its place. This is the putting puzzle pieces–in their respective ‘holes’…plug them in…correctly. Don’t peg a square/cube…in a sphere/circle hole.
It will look ‘forced in’ / ‘jammed in’ / shoe’horned in…(just for sakes/because why not; sometimes, it is better, not).

It is set in the Middle Ages/Medieval Brawl… (fantasy).

It features HDR color, detailed graphics/large sprites (like in beat’em up games), runs at 3K resolution (around 200fps, can have many ennemies around, is just 2d sprites), pixel art like graphics (working on them; I removed the ‘pixel’ look…on purpose, it runs at 3K resolution crystal clear), has
14 protagonist hero classes

Cimmerian, Tarotmancer, Witcher, Stealer, Paladin, Templar, Northman, Regis, Amazon, Gael, Polar, Byzant, Shaman, Xolotl.

in both gender, female and male; for a total of 28 warriors to choose from.

cimmerian = barbarian; tarotmancer = necromancer; witcher = sorcerer; stealer = robber/assassin; paladin = cleric; templar = hospitaler knight order; northman/northwoman= viking/shield maiden; regis = royal prince(ss);
amazon = jungle like warrior, but more like fantasy Valkyrie/greek armor (ukrainian-greek amazones women)-in jungle…than jungle autochtonous indigenous.
gael = scots-gaelic/scottish kilt warriors.
polar = northpole-like warriors mix autochtonous-mix-eurasian (beringian/mixinuit-mongolian-asian; like a combo of both); byzant = baltic/byzantines/constantines (though they may share some with eurasian/mongolianturq; they are their own self (less mix, more euro/caucasian than asian; still eurasian (more asian than more western euro); different than poles); more like caucasus/pontic steppes mountains (georgian macedonian) balticbyzantin)…, shaman = caribbean voodoo-like; I was trying to find new classes to make the game Very Replayable (more classes, more times/more replayability…to replay); and I was not too sure…I thought certain other ones…but, I felt it was departing from the ‘west’ feel of it and less coherent (they are mostly all westerners, per se; or, are farther east-eurasian or southamerican native; still have euro connection/coherence between all them; even shaman because caribs were mix eurasian native). xolotl = inca-like warriors, different than amazones.
Mixing things is good; but there is overmixing too (it’s called ‘spoiling a recipe’…with aphasard ingredients (fangled up mix, because why not); diversity/variety is important…but measured/dosed (and somewhat relating/‘complimenting’/supposed to fit (for coherence) with the rest; (or else, spoilt)).

Like your grandma’s pie recipe…or (making) a game. It’s ‘baked to perfection’ (not the 1st try).

It has powerful Music…Medieval/Viking Blasting music, and fantasy like…but feels/fits with the medieval/Fantasy theme; think Conan the Barbarian bombastic or Lord of The Rings, Dark Medieval with Percussion/huge drums and grand Orchestral arragmenr; I am seeing that finding medieval music is a challenge – I mean Great music; not crap; crap/generic crap is aplenty; but incredible Medieval music…is hard to find; there is tons of fantasy/medievalesque music…but, afte hearing many; it can feel a bit too homogenous/starting to feel bland; and not enough ‘spice’…it’s why I seek music that is more Rhythmic/Epic like…and not boring/sad…medieval music…that just kills the mood. You’re supposed to be a Hero…the music should fit…and make you feel ‘powerful’…llike Conan or my 80s American cartoon show as child,
HE-Man. I am going for the He-Man vibe (he-man, was a spin on Conan) and his arch ennemy Boss:
Skeletor. It a fine line when dealing iwth medieval stuff…between ‘fantasy’ (dragon, goblins…etc) and ‘reality’ (no medieval mythological creatures); or as they say: ‘‘Science based Dragon MMO’’.
You could (also) say, I’m going for the Dungeons & Dragons…vibe.
Only this is a french product; so 'Donjons & Dragons… (btw; dungeon in english/anglicized…is a french word…from donjon/donjion, which a ‘closed room’/jailcell often for torture); While Dragon…is a word from romania/bulgaria or vikings/pre-danish/gaulic kelt; it is from ‘dragull’…which means a flying monster lizard since middle ages and before (Vikings had ‘their dragons’, the dragons on the Drakkar…Drakkar is very close to Dragon)…and (also) btw, Dracula…from Romania…is a word from Dragon/Dragul → Dragulia → Dracula/ Vlad (imir) Tepes (the real ‘dracula’ that existed). So Dungeons & Dragons…was French Romanian all along. Safe to say (that you are not safe in any way… stuck in a dungeon); that Dragons…were in every culture ever.

My biggest inspiration(s) is from 2D beat’em up games of 1990s…think like Teenage Mutant Ninja Turtle (Turtles in Time); the recent ‘Streets of Fury’ 4…of course…Double Dragon…a fav…
And, perhaps, one huge inspiration…won’t deny it…
Golden Axe: Revenge from Death Adder…this one is my fav, I poured soo much money in arcade at it.
I am tring to capture this Japanese sega Golden axe beatem up feel…with spectular graphics and music. Plus fun challenging gameplay; there are over 100 monsters in the game/many Bosses…to fight.
In finding the desing…I realized that it would be bland…if I did not go Full On Fantasy…and medievall-like…so, it’S why the mythological element is Very strong in the game…it is not meant to be a ‘real medieval simulation’ (think like Medieval Total War games…sim…are real, not fiction/mythos); so, there are creatures like: Ghouls & Goblins…I am going for Gouls and goblins vibe…with a touch of Castlevania…of course…but is not a vampire Castlevania game…is a beat em up medieval game like golden axe revenge one; dragons…obviously; orcs; many soldiers, knights, very cool types of knights; huge hulks…templars; yes very Harry Potter vibes…what else…?..it has harpies, ghouls, zombies, undeads, lich, wyvern, banshee, ghost, worm, skeletons—Army of skeletons. the whole beastiarium…in films…i would say Army of Darkness (with Bruce Campbell) vibe…

There’s more to show, it’s just I don’ wish to show crap…it’s what I learned…you must wait to show any thing ‘presentable’…or else ‘bad 1st impressions’…better to wait.

Thanks for checking/reading.

PS: During the mean time, I have come to the conclusion, that (though I will finish it earlier), I won’t be working on something else; thus, here is an image of my ‘other’ project (starting to accumulate the unfinished projects (trail of dead-end projects), need to finish 1, 1st); it is a

3D survival horror game, in the style of Resident Evil; it is set in the modern day and is about like Jurassic Park meets RE; it has many dinosaurs, the whole project is in 3D graphics (not 2d); I am not going for the ‘too action-y’ adventure vibe…it is an adventure…but rather, a ‘survival horror’…it wil use old style/retro look and ‘fixed-camera angles’ (just like old survival horror games of my time…in 1990s); I did not want to make a ‘free flowing camera’ survival horror (like Resident Evil 4);…but, rather like Res 1 to 3, old style cinematography with movie-like fixed angles; yes…you figured out which is my biggest inspiration (not denying)…
Dino Crisis…I am trying to get the Dino Crisis (1) Vibe back. It is between pure action-adventure, and between pure surival-horror; so, like ‘adventure horror’…it will blend a mixture of very actiony action…but very much in a horror fashion (like a haunted house); which is, what Dino Crisis 1 did exactly; it blended horror and dino-action well, it worked; because, Idon’t wan’t it to be a pure adventure ride…the player must feel fear…playing against ‘velociraptors’ and TREX…these dinosaurs must be scary…thus, I will use darkness…but not to the point of ‘seeing nothing/too dark’…thus, ‘lit enough’ (in the picture below…it’S very dark…but it will be more lit), this way the dinosaurs will look more fearsome; added with lots SFXs of dinosaurs roaring and screams…the tension will be felt…the music will be mostly subdued and very ‘unnerving’…like ‘disonnant’ music (synths and 90s horror synths) that creates a mood of dread, creepyness and unknown (Dino Crisis had very ‘synthy’ horror music score); suddenly, the dinosaurs look much more menancing than ‘regular trex…regular raptor…regular joe…’; we’ve seen them, so not scary…bui with great lighting, sfx and music…now they sound ‘real’…and this increases the ‘survival horror’ genre aspect; which is dependent on that. I will limit the ammo, and their will be plenty of weapons – but not infinite neither; a good selection; but scarce ammo…they will have to find ‘health kits’…and ‘ration’…just in survival horror games – micromanagment (of your resources and odds). To survive. This game will probably, appear after the 2d one above; because of lenght; I calculated I need 3000 plans (Camera shots) to ‘make a full story’…inside a large ‘jurassic park like reserve complex exhibit’…sort of; the dinosaurs will be : T-rex (obvious), velociraptor – many types of raptors; pteranodon (flying one); quetzalcoatlus (Biggest flying one); giganotosaurus; brontosaurus; allosaurus; dilophosaurus (the spitter one); oviraptor (stealer of eggs); Spinosaurus (a favorite…the Epyptian Spinosaurus - half trex half crocodile); the Triceraptors (three prongs); Albertosaurus or Edmontosaurus (my game is made in Canada, thatv one is evidently from Alberta); Plesiosaur, basilosaur, tylosaur, the Sea King - Mosasaurus…the action will take under water also, well , I mean they will be in a large’ dino water tank’ (kind of like Sea World); the dinosaurs (plot) is that they are revived,as ‘de-extinction’ – Instinction. Like scientists trying to revive the Wolly Mammoth…well. in this case, dinos; but they are beat at their game-- and mother nature makes deextinction via emps. Anyway, the story is not suppse to be very deep or the Most important thing…but it does matter; because it is a story game (survivar horror movie like game); think, like ‘Umbrella Corp’ in Resident Evil…but in my game…it’S not an ‘evil entity/evil corp… reviving dinos…’; no, it’S rather, scientists…who try to deextinct animals…and nature gets ahead of them…and makes it anyways…so then it is ‘chaos’ (like in Jurassic Park, where dinos ‘escape’ from their compartments/park exhibits). But, the game is not a ‘Park’ per say; rather a Reserve (faunic reserve). It will be a mixture of indoor and outdoor…mostly, indoor (like Dino Crisis, was mostly all inside the dino compound/facility).

This is an in-game final render (2K), of one type of dilophosaur (spitter dino, naked, no frill); there will be variants; another one has the huge colory ‘frill’ flapping skin-disc colerette around its neck that opens up like an unfolding origami disc/flap, to ‘scare’ its prey(…some lizards/iguanas have this extra-appendage ‘turtle neck’ hanging folded skin, around their neck/head); I made several ‘color variants’ (green, blue, red, black, grey, gold, indigo,…), it’s incredible when the dino ‘flashes’ this unfolded-skin disc and is about to spit venom… real dilophosaurs were bigger than what was shown in JP movie; in it they were about 4-5’ tall, arriving at shoulder/torso-height of human (like smaller velociraptor) …but, in reality, they were much bigger; they were about the size of small elephant and measured 7-8’ tall, up to 10’ tall; thus, they Towered over human size…and were like a small teen T-rex in size. But, in my game, I decide to keep them all; both the accurate and the small one (unaccurate)…as if, they small ones are smaller ‘dwarfs’ or ‘teenager/child’ versions of the large adults…as they grow up in size. The game render resolution is ‘half-HD’ 1920x817 2:35 film pellicule aspect ratio ‘wide aspect’; which, I know, won’t please everybody due to film ‘black bars’ at top and bottom of image…the reason?..is because full HD 1920x1080p is costly so far; the ‘filmic’ aspect ratio look cuts out- the extra pixels to render; reducing the load on computer/CPU/GPU…almost doubling the frame rate. In the options, the player will be able to play in ‘full 1920x1080p’ resolution…without any black bars…this, will reduce the frame rate, as the Full image will be rendered (thus, it will be only for people with high-end GPU/CPU). The most cost is the lighting/shadows (pixel lighting) which is truly expensive (total shadow casters through the roof); but, it is what I wish for this game (no baking, no lightmapping, none of that), in terms of look; the other types of shadows, might render faster…but the CGI realtime pixel lighting look is lost. Also, costly, of course, are the shaders/textures/models (the models and textures are high quality, 300K poly/16K textures compressed, pbr spec/normal maps, for close ups)…thus, it is GPU demanding game and will require fast GPU (like Nvidia 4060…or AMD Radeon 6800…) I mean it will be able to be played on lower GPU/CPU…but the look will suffer/game will start to look bad looking as you remove the shadows, low res textures or make simplist shader; it will start to look like mobile games…this is just one dinosaur; there are many other types. Because of the memory demand, I will have to ‘flush’ the content often (sadly), which means more ‘load screens’…calling the GC to garbage collect’ call assets, and load in new dinosaurs (cause I know the GPU VRAM will explode, if loading everything; thus, by chunking it and loading a few dinosaurs…then unloading later…it will keep the VRAM count never spilling above max GPU VRAM (most GPU today have 8GB VRAM, which is too small for my game; you probably iwll need 10-12…I will not surprised to see 15GB VRAM usage…once all dinos loaded in a segment); Now, GPUs have 20-24GB VRAM…of course, they are extremely expensive; but you can find 12-15GBs version of GPU; it is Very ‘future-proof’ to buy a High VRAM GPU…than a fast card…with little VRAM. VRAM is more important in the future…than the speed of GPU; because the assets are bigger and consume near entirely the VRAM on it. If you exceed your GPU VRAM, the game will ‘micro-stutter’…‘maxing out VRAM’…the system will try to use your regular system RAM/virtual memory on hard drive (by OS)…as ‘VRAM’…which is a lot slower…and causes ‘stutters’/freezes…thus, this is why, next-gen 3D games…require loads move GPU card VRAM (and, of course, more RAM too). I purchased a GPU with 16GB VRAM, less than 200$…just for this single reason…the GPU itself is not that fast (it’s an older 580 xt radeon…is slow…but it has 16 GB VRAM…thus, I can play any future games that require much much VRAM; later, I may upgrade to a Nvidia Geforce 5000s or Radeon 8000s, that would need at least 12GB VRAM, preferably, 16-20…the other one is called ‘Intel XESS’ it is a low-end GPU -with 16GB VRAM-, it can play any next-gen 3d game in the next 2-3 years; so long as the game stays within 16GB VRAM or so of usage in-game). Of course, loading screens, non stop/every 20 minutes is not fun…but that’S the price to pay for much huigher end quality content; it just does not fit on the GPU VRAM memory…only loading a ‘small’ amount of it…to fit in/in it. If you want to make a next-gen 3D game with high-polygon models (am talking 300-500K polys models, nearly half-a-million each model; sure you can use normal maps and cheats to lower the poly count…but the models suffer, upclose; I tried to do the ‘normal map baking’ from hi-res models…to low-res models…it looks good–but still can tell is ‘baked’ look…i.e. it looks worse than a full poly model …still even so. The Normal Map…alters the shading…but not enough to be the Same as the high poly model. We can tell up close. The quality is still better using a full high res model/the shading is a bit better than the ‘baked hi-res model-to-low res model normal map’ texture. Since my game has fixed camera angles…sometimes it is very upclose…thus, it needs to stand to ‘scrutiny’ up close, must look like CGI models in films…like in ‘cut scenes’…my game is like a full game – as cut scene(s)…as each camera plan is a fixed camera angle (like in Resident Evil games of old 1990s…retro fixed-camera angles). Thanks for looking.

An Frilled dilo 3d model, it uses displacement maps to make the skin very reptile-like and with serpent scales on it…the frill is almost as much poly count as the body; almost doubling it; but it is a big important element of this dinosaur/gives its ‘renaissance clown/jester’ with colerette/turtle nake look’ (is fake/unaccurate, from the film, dilos never had any frills; or so that is what is supposed; but none have been found with this frill/ni the fossils; it was, mostly, to look very much like a spitting venome cobra/snake/reptile/a bit like komodo dragons that foam out at the mouth, or as said, the iguanas and certain lizards/geckos (living today) that do have frills for real (for the JP film, like they wanted to make a venom spitting dinosaur, they chose the dilophosaur for some reason, probably, because is small (in 1993, they thought dilos were small (so were small in the film), in the 2020s it was found that they were bigger than humans), and predator-like carnivore, like the velociraptor). For a game, that would be ‘outdoors’ and lots of polys out there (in scenery decorum); of course, you have reduce poly count if you plan to have ‘many dinos’ in the same spot; because you will explode the poly count; so, of course, this means lower poly count - per dino; in my game, luckily, it is more ‘closed-in’/indoors; thus, the models can be higher poly and since they are more like an ‘encounter with 1 dinosaur’…it relieves the engine and allows to have more poly/tris/vertex count, per dino; since, there won’t be muhc ‘swarms/groups’ of dinos all togeher moving around in the same tight space; which, this, causes very high poly count; so, it’s a balance, for a game; between more poly count in the background/scenery decorum (and using LODS, impostors, mesh combining, lower resolution scenery objects, etc…) and less for the dinos; or vice versa; it really depends on how close the camera is too things also (the closer the camera is to an object, the more poly is needed to keep it high detailed enough (unless not sough at all, like making a game with more cartoon look that does not require any detail, is not realistic or trying to look CGI vfx neither); designing the game to be ‘indoor’ (which makes ‘small scenes’/hides everything around, from the walls hiding occluding…the rest) allows to have higher res models. Anyway, it’s balancing act/balancing poly budget (and depending if you target gamers that have high end or low end GPUs/hardware that can support that). Normal maps are the best way to make high poly models…on low ones; they look good; but, if you can/allowed from poly budget balance for your game (in my game, I can), the high poly model is still a little bit better; and shines when in upclose cameras. There are very few dinosaur games… you can count them on your two hands; especially, good ones. Most, are Jurassic Park ‘Sim games’ / build a jurassic ‘park’…simulation game. There are couple good ones like Turok (old stuff), for FPS games…but for retro-fixed camera angle games; nothing (except Dino Crisis). But, soon, there will be a game called ‘Jurassic Park: Survival’ and is (evidently) a survival; it is akin to ‘Alien Isolation’ game (where you run/running simulator and hide in closets…from the roaming raptors…‘hide & seek’ game; my game, is not that at all; it really is a ‘survival horror’ game (as said, like Resident Evil or Dinocrisis type of games).

These are the two main hero protagonist characters that are (at) the center of the story.
They are not fully finished here/lacking textures…but are a wip. In my game, it was important that 2 characters were selectable, not just one; a woman and man, that two characters told their story, it increases the replayability; just like old style retro survial horror games have 2 character stories to choose from. I know that men, and women, may identify more to one gender or another (even if…it’s just a video game; and, anyone can play female or male…but I am aware, that in, general, people gravitate/associate theirself–with the character–and (their) gender; with that said, for men playing a woman character…she could be easy/pleasing on the eyes and thus, I know, they like ‘to look’ (at her)…while women, would choose her…because are women/female theirself…like her. They identify with her, as tough heroine woman, while men, are happy just looking. As for, some men/males, they never play female characters…don’t associate (too girly), they (nearly) always select the male in their game, if the Hero; identify with ‘alpha male’…when you have strong characters…it helps the story, to build (upon) them and make players care more than 2c; they may be strong, but they have their faults/fragilities too (nobody perfect), making them ‘real’ (human) characters; and not motonous alpha-bots as vast as the ocean, but as deep as a puddle (shallow/fake) in personality/soul. With that said, as said, my game is not ultra-deep in characterization/like writing a script novel as writer for game stories…it’s 'deep enough; survival horror games thrive on ‘unknown’…the less you know, the better (more surprise); yes, it puzzles people and they say: ‘‘nothing makes sense, plot holes the size of a crater’’; but, it’s - better - because horror is lessened the minute you explain everything; i.e. you destroy the ‘suspension of disbelief’ — the Suspense. Surprise and Suspense (and anticipation/unanticipated surprise) go hand in hand. The old saying : ‘‘show, don’t tell’’; ‘a visual story that ‘shows’ (explains using images only is better)…than a talky-talky story that ‘talks/explains the story in voice/words while watching it’’. Unknown = surprise = fear = stress = ambiguity = alienation = foreign effect ‘stranger’ = imagination going wild = suspense = (un)anticipating the big surprise = ‘jumpscare’ (or none, but misdirection/deceipt – dread/thick atmosphere) = creeped out.

Here is one type of velociraptor, in-game render; the character is a place-holder; yes the dinos are a bit wet/moisty, but that’S the look I’m going for, often I felt that the dinos either looked like made of metal, or, flat/plastic; but, after increasing the specularity…is feels like more wet skin; and that conveys that it is skin…on the dino; you could say I am ‘raining down their parade’ (as if my dinos came 'fresh out of the rain after ‘singing in the rain’) I wanted to capture the T-Rex look in JP1, the scene where it is raining with the jeeps and the kids; and we see the giant T-Rex, it’s one of hte most spectacular CGI scene in cinema; Specularity of a surface has a deep effect on ‘reading’ what the object is…is crucial to the look and conveying the thing. I felt many games are fad/dull in their textures/lookdevm because it is forgotten/no time for that/an afterthought; in a cartoon game it’s normal, but in realistic CG graphics it doesn’t work that things look flat, like in most games that do not aim realism or CG visual qualit neither.

Your game is a jurassic park themed game with two players? based on teaser, i can imagine some dinosaur based survival game or something like, and this sound a cool game idea.

Also, shoot’em’up games (aka shmup’s) usually reminds me galaxiga and other ship based games where you actually shoot on other ships. This may be a survival, action or adventure game…

Also i dont like that much when people put text walls… (suprisingly common in old forums/discussions lol), with weird commas and dots missing. Or too much of them; is kinda hard to read it all without getting lost; you could, resume everything in less characters. So people like me, with low patience (aka most people, nowadays ‘because you know’, people get bored fast) can read. It better without jumping everything… particulary when… when you repeat yourself over, over, over…

Thank you for asking Developer_3244, Yes. Thank you very much for your input.

In the mean time, I have (had) back-&-forth self-questioning, on which project to continue (or not; most my projects are not abandoned, but (rather), postponed…yes, that could be late late (later later)…but there is no other way; solo game devs must settle ‘on something’ and stick with it (to the end); otherwise, end up with so many unfinished/trailing projects that never get done; like ‘bee hopping’ from unfinished project to the other; it is a quality (to learn) to abandon a project which you know/feel is not worth continuing – right now; but, change, for something else, more important; that is what I’m learning; that game dev; is prioritization; I mean, it’s obvious; but, not evident if you have many projects (on backburner); because, you’re not sure if you should This project…or This other one…and on top of that…new information comes…and it can Skew/Change your decision…that’S what I’m realizing…that I didn’t tihnk that I could change ‘course’ so drastically ‘mid-doing’ a project…I know that devs can abandon a project – for another one/making more sense…‘in the now’ or the soon/not so far; you think you know this - From the Start…but no sometimes you don’t. You did your market research…and you stick with that/whatever project about that/thinking it’s The project (the only one?) you should be on…but things can change mid-way and then you ‘re-assess’…if you’Re Still on the right track…and new things can Come Up…that you could Never have known/anticipated At The Start…people think you can Anticipate it All From the Start…no, that’S error. You do your best, by choosing some project you want/wish to do…but then you may have other projects you Also want to do ‘they pop up’, you can decide No, no other project, ‘i’m booked’; they will (have to) wait…but that could Be Long…that’s the danger; these projects may never materialize becase ‘will do…later…whenever that happens/or perhaps never’. It’S why when I read people say…I will do this game…later. In my head/translation : ‘‘probably, never (will happen)’’; it May happen Later…then again…it May Also Not. That’s the thing that I have something difficulty with; I know we should not may 3-4 projects at the same time…and not completing a Single one (because working on so many projects at same time; when people, pretty much, always work on a Single project…till the end); but, I
guess you need crazy (to know crazy)am crazy like that. Yes, I accept that, that any of my projects could end up never finished (which is, obviously, not best/better, but worse than completing/releasing 1, no matter how small). So…with that said; here are images of a project that I had long time on my mind, it a survival horror (like the Dinosaur game above) …but it is a Haunted House/Manoir Hanté…my biggest inspirations are (quite obvious) Resident Evil, Alone in The Dark, Silent Hill…I’m going for their vibe; I understand that are very few good Resident Evil games…because it’s a ‘all or nothing’ with these games; it’S either great quality…wanted…or is mediocre/so so…and no one wants it (there is basically, 0, (real) competition to these AAA survival horror games; they monopolize (having the AAA budget) the genre because no other can make such high quality (especially, on low/no budget)). Thus, it has to look- AAA-small slice; like Res.

These are two characters too; like dino-game; they have a story to tell; thus, I’m hitting the two main sub-genres of survival horror – zombies/haunted house…and dinosaurs/jungle/complex. Interestingly, both, from the same Japanese company (Capcom); albeit 3d zombies in survial horror house, are actually, European started (Alone in the Dark 1992…is from France/HP Lovecraft England).
The characters for the dino game are bioresearcher (woman)/paleoarcheologist (man);
for the haunted manoir zombie game, they are morticians/embalmers tending to their inherited-family funeral business manoir/home/big old cemetery; one time, like the film ‘night of the living dead’…the cemetery comes alive (like ‘pet cemetery) as the ,dark forces’ take over their place – it must remain mostly unexplainted; horror works in unexplanation (only); all my characters/games are set in Québec (my province; Montréal my ancestral city), speak french/are French-Canadians/French-Québécois, but all are bilingual translated for Americans/english people outside QC in Canada; there will be subtitles and if any voice, voice overs dubbings; but, I’m not sure, subtitles are the ‘in between’ solution. It is better a true tanslation with new voice over (but expensive…and like, out of my means); thus, I may use some AI voice thing…I’m not sure, it will sound too robo/cheap…and not an actual ‘voice performance’ from a voice actor/actress. But, that’S the thing; indie devs, need to cut somewhere; AAAgames can afford ‘voice performances’…subtitles is the best in-between (even if I know some people hate subtitles; like it disengages them from the game…because continuosouly trying to read/check the subtitles…which, yes, is a bit disengaging on the eyes/mind; it’s better to Hear sound/voice…than read text/subtitles…)…

And zombies for my manoir hanté game…they are highdetailed but untextured here…there will several types of zombies, creatures and other denizes in the haunted house…and, especially, both games…will have Incredible Music/Sfx…this is a must. It, truly, elevates a game to AAA quality when the sound is there…to match the visuals.

I did more market research (again), I’m continuously ‘gauging’ the market; because if you do this for business-like endeavor (and not only hobby), then it means your game must target an audience and be wanted by the market; otherwise, there is no market demand.

And, it’s clear, resident evil like games have a high demand market…but, there is a catch; (as said, about an all or nothing with them) …only, for the best, near #1. Clones, derivates, low-budget copies, (pale) imitations…don’t fare well. And, not seen as ‘flattering’ (imitating/imitation) and/or a ‘homage’…but rather ‘bad/cheap competition…that is not competition/not even worth bother with’.
Because, people compare your game to the Single (sole) Best one…of the genre. Hence, your game has no chance to begin with. This is like comparing a Toyota Prius vs a Lamborghini Gallardo.
Not exactly fair to the Prius, and no matter how much/no amount of saying : ‘‘Our Toyota Prius…has all the bell whistles of a Lamborghini…you’ll feel like you’re driving one…(and not a Prius). Come Get Your Prius Now. You Demand Lamborghini…we give you the Prius.’’.

It just does not work…you can’t sell a lower-ender quality product to the market as ‘very High Quality’…it’s like trying to put lipstick on a porcine animal (it’s still pork) or sprinkling sugar on rat poison to make it seem more edible (it’s still rat poison) or sugar on a turkey/turd (it’s still a turkey/turd…product); it’s very hard to convince the market otherwise, they may feel lulled/lead on/mislead on/tried to dupe them…

And, in this case/my case, the Dinosaur game is (clearly, Very clearly) in the subgenre of dinosaur games, and the genre of ‘old style-survival horror’ — extremely unserved; now, it is niche a bit/obsucre…but that’s how indie devs made popular games — they found a ‘niche’ — an Unserved niche; it’s very important that it is (relatively) unserved; because, less competition. Then, you have to give the market — something they did not know, they wanted/needed, until you showed it to them/gave it to them.

It is the ‘Henry Ford’ cars American car maker pioneer analogy…Mr. Ford…in 1900s made the debut of cars, as we know them (well, actually, others did before him…but he ‘mass marketed it’ to popularity and perfected it to high demand/selling potential/filled a ‘market need/unserved niche’)…thence, there was a problem…people were transporting from one place to another, and it took an eternity…by ‘horse cart/buggy’ (like Amish American people, still do, to this day, they shun electricity and cars…). Something had to be done…about it. And he found the solution…making a car that has like the power of horses pulling - ‘H.P. - Horse Power - Engine’…in a electric or steam motor
engine. The market said: ‘‘We want Fast Horses…to get there quick.’’…that was an impossibility…
Mr. Ford…could not make ‘fast horses’…but he understood. ‘‘I can not give you fast horses.’’.
‘‘What I can give you…is options.’’. ‘‘A Car. That acts like fast-horses cart and is as fast.’’.
Thus, he gave the market options and presented his ‘‘car’’, it was very fast for the time thence…
it was as fast as ‘fast horses to get from point A to point B’. He understood the market need/wish and ‘reformulated it’…because the market did not know how to put it in words/what it should be (besides fast horses). He presented them another option…a car.
Fast car.

That was when cars ‘became’ and horse buggies ‘extinct’ (except in Amish or some places still riding the horse and avoiding cars). Cars, eventually, replaced horses…

So, with that said…The dinosaur game, in the survial horror genre (fixed camera angles games), is more imperative for it has no (real) competition; I counted the # of games on Steam about that on one hand; this demonstrates that it is rarer than zombie games; which are Plenty…and many sell ok…but many zombie games sell nothing…that’s the worrysome thing about this genre. If you can’t make a Stellar zombie game…forget it, it will not become ‘viral’ nor ‘sell virally’. Therefore, the dinosaur game becomes more important to focus effort on (then the zombies).

Here is a Carnotaur, because why not (and since we are on the dinosaur talking), I will focus more on dinosaurs/dino game. Like these games, Celeste, Cuphead, Stardew Valley, Vampire Survivor, Choo Choo Charles, etc etc…Everyone of them…have 1 thing in common — they served an Unserved niche of the market (that people did not know ‘wanted’ until they made it and presented it to the market); by ‘serving it’ (the niche) and making a high quality game…their games became viral.
They filled a (unknown) need that people just did not know/could not put in words, until the game was in their face --and then they wanted it…
In the case of dinos…there is only Dino Crisis…that is really a traditional survival horror game (in fixed angles)…with dinosaurs. All the indie game tries on Steam…did not yield successes (that worries me) and sold nothing. Therefore, Only the Best can do this…hence, only a Dino Crisis quality game can work (as said, ‘all or nothing’); people have been asking (Capcom company) to make a New Dino Crisi game…and the company continously refused…because their Dino Crisis 2 and 3 sequels…were flops.
Financially.

That was 25 years ago.

The need has come back.





Yeah you have a point. Making something that stand out may require being creative, as you cant fight for the title of best horror game against games like resident evil, which are developed by tons of experts. If you cant fight this title, make something in your game that wasnt made yet (and i hope you like prototyping you will need).

But is still important to dont explode the scope of yor game, otherwise you will have no guarantee it will be finished. Make the best game you can, but make it somehow special. I already saw some popular game devs saying that the first thing that can kill indie games are being unfinished. Large games = hard and long to make.

You mentioned dino crisis (never played but seems to be a dino survival game like yours), its a good starting point. Surviving the jurassic park may atract players, and as dino crisis already failed (at a fixed angle), you may know what to expect from your game.

By the way, bruh i said you to resume your textwalls and you make them bigger :confused:

I have to make it official, the zombie game will be great; but, there is better (in the mean time)…since the zombie game is (quite) huge to make; I was not too sure if I should do this first (while doing the dino thing, which is long); but, the zombie haunted manor thing, needs to wait (because substantial); for something else; so, the dino is most pressing; but, something else, smaller/still sizeable needs to be done in between; I am willing to slow down the dino thing, to make this (instead), because it is smaller/‘contained’ (games that take long to make a, rarely, ‘taking place in a bathroom - for the whole game’ (i.e. the game 'takes you everywhere/all over…that’s long to make/because so many ‘sets/scenes’ to make…), thus, have a ‘contained place’ (like the haunted house or the dino compound; helps to limit ‘spreading far and wide…’ and the action takes place Only in those places, nowhere else; ‘contained’); thus, without further ado…

Here is a new shot (of,yes, something else):

This image shows the interior of a vintage 19th century train wagon; so, I’m sticking with my genre (survival horror)…this game will be - Werewolves…on a train; I thought about vampires (but, have another thing about that…can’t use that); or zombies, already used for the one…so no.
But, werewolves…now, that, is something else. How many Werewolves On A Victorian Train - Survival Horror (in fixed camera angles/traditional style) games can you find; there are none, except Res 0; but no werewolves, zombies rather.
I think Werewolves, though not as popular as zombies or vampires…still can be pretty nice/attracting.
Especially, in the settings, context; here; on a abandonned (but revived) rolling ‘hell train’ at night;
Biggest inspiration, is yes, Resident Evil 0. Which takes places on a classic old train, with zombies.
I think werewolves will be more interesting and have enlarged the train wagons…to ‘make space’ (because real trains were ‘tighter/smaller’…but without enough space…werewolves can jump at you, try to break in (through windows) the wagons…). Now, of course, 1 single monster…is boring…just werewolves. I will make Many Variations; like, ‘types’ of werewolves, in all size, shapes, forms, colors. So no 2 werewolf is same 1 ennemy for whole game (which gets boring fast). This way, my game, is very much – ‘Werewolves, on a train.’ Here is a werewolf model that I resculpted:

I did (more) researching…I made a poll on reddit to ask people what kind of survival horror game they like the/want the most (market research)…

From the small sample of comments I gathered… Werewolves on a train, was quite popular.
But, the Most popular;

I found out that ‘Abyss/underwater games’ are the most popular (if well executed). People told me that the most ‘unserved’ subgenre of survival horror…is underwater/deep in the abyss setting.
It had the most amount of upvotes also; well, it was a first post/reply…but, still, what was said resonated with many.

And, it makes sense, …SOMA and Subnautica…games…are Very Popular, underwater/in the abysses game subgenre of survival horror. This tells me that underwater games (though, not if badly executed, because I saw some underwater games on Steam…and sold terribly; I think, because of the execution/budget/lack of marketing); thus, it’s the same catch as these other AAA games; the reason they sell is because of ‘well executed/high-budget + high appeal’ = large audience attraction.
And, indeed, who does not fear ‘underwater’…like sharks/abyss fish (think, Jaws…the film).
It is much more ‘general appeal’/larger appeal. People, in the reviews on Steam said : ‘‘I don’t play survival horror games…but SOMA/Subnautica…I play…because is so good.’’. This tells me, that even people not willing to play the games am making…would give a shot even so; just because the ‘setting’/subgenre intrigues them and they, thus, are willing to give a chance to a game outside ‘their regular genre games’… Otherwise, they would not, they don’t play these games. But, they ‘heard’ that SOMA/Subnautica…is good…and not even in their ‘genre’ of fgames…but they tried it anyway; and were ‘pleasantly surprised’ (in, the good sense). People, also, told me I should do What, I, want…not what the market wants; to make a ‘passion’ project; I understand, but that is not viable, if ‘business minded’ (financially). Many people made their passion project, and it barely sold anything.
I wish an in-between, which is to say, working on something I Like…while hoping/aiming/redirecting the aim…towards a larger appeal/audience kind of game.

Thus, for my games before, they will be put in hiatus (not abandonned, at all, just ‘post-poned’ for late later, since am solo dev); now, this market research survey I asked, told me/helped me to ‘redirect/reorient’ towards the way/where I should be going next; despite, I could be Wanting to working on something else - More; I prefer…taking in MOre of the Market Deman/Desire/Appeal…and combining it among some of the game I like…and, i Do like, Underwater/Abyss setting. It’s an incredible setting, like the games SOMA/SUbnautica are.

HEre is images of these games to understand, I will now change/do an 'in abyss-base type game, I have made the whole story, characters, found the stuff; am putting in place:







This is the next thing I will be doing, the abyss game is next on the list, but it is a smaller appeal game and requires longer to make; after looking at Steam, I realized that FPS games ‘get love/hate’ relationship, because they are so numerous and as such can feel generic…but, sometimes, generic ‘familiar’ is good; a little bit of it; because it’s ‘what you know (already/accustomed to)’; I looked at the Steam review count charts and there is 1 game Above All other games…it’s kind of evident which one it would be (from Valve); Counter-Strike (I played that a lot younger 20 some years ago)…today, 25 years later, we at Counter-Re-Strike (2); it is incredible that this game is still holding this long; now, of course, it’s because it’s by Valve themselves - who are the Steam store holders/owners. Long ago, they did Half-Life, Counter-Strike…etc; they were extremely popular; and, still, to this day; are. Counter-Strike 2 has 8 million reviews, the highest of all/Any-- game on Steam; yes, it is a ‘F2P game’…which I don’t like; Free is fun/nice (for gamer)…but free don’t pay bills (for devs); at the source (pun intended, CS2 uses The Source 2 engine by Valve); CS was always free (and thus, democratized multiplayer FPS shooter games; but, specifically, ‘police/law enforcement vs bandit/terrorist’ thing), just like GTA games (Grand Theft Auto); thus, it is HIGHLY appealing; because it is about war, guns, police, criminal, thugs, soldiers…and the Male base/audience is extremely large for that (kind of game/genre); I mean…8 million reviews prove it. No other game has that, none (on Steam, I mean). Now, of course, one would say: ‘‘Foolish to tackle/compete to such game’’; yes, indeed; it is an AAA game…but, I think we can steal a ‘litttle bit’ of their thunder…there have been several ‘online multiplater ‘tactical/war/police’ FPS’ games; and they became successes; yes, once more; the best of the bunch; obviously. AAAs. But, I think CS/Swat/War FPS clones can live (or die) depending on their execution; Escape from Tarkov (an Excellent Example - of Success; a game made in Unity) demonstrates it is possible. But, you have to ‘differentiate’ yourself from other FPS shooter games; to have something unique/different/flavor/‘putting a spin on an old idea/innovate’…this way you are not ‘just another clone’ → generic clone. Generic clones → doomed/bland/worse version of something better; Why would they play a ‘bad CS clone’…when they play CS2 – for free’/F2P…right?..Time is limited and they invest all their time–to the best games; and that leaves little left time for Other games…and we know that Replayable Game – Consume the Most Amount of Time of gamers…CS games are that; Highly Replayable - Loop…shoot, die, shoot, die, rinse/repeat…extremely replayable; unlike a ‘story game’…which, you play - once- and then done (one&done)…like watching a movie, it,s meant ‘for one time -only’. Replayability is very low. I mean, you played it/know it…watched it; there is no more suprise…so you’ll only ‘replay it’ – way later…to ‘rediscover’ an ‘old favorite’…like Re-watching an old film you love/that you watched long ago. CS2/COD games…are extremely replayable; they ‘hook’ the player – to never leave the game; ‘play some more’…they consume their game ‘alloted’ time in a day/week. It’s highly addictive ‘replaying loop’…I know, I was young in my 20s some 20some years ago…and played CS non-stop…online. Later, I stopped completely because I mean at the 1000th hour playing this…it did not leave much ‘else’ time for other new games. It consumed my whole time. There have been (As said) CS clones…some did fare decently; but, I have yet to see a really good CS clone…I mean…I checked and there are some…but they faded quite quickly and were not enough/capable of stealing CS’s thunder…and audience. The audience is sticking to their game of choice - CS. And little time for other ‘CS clones’…I think this means that there needs some freshness and innovation----about making a CS clone. My next game will tackle that; I want to capture the true CS feel; the ‘goodies’ vs the ‘baddies’…online FPS matches. Online–Multiplayer is hard to make; but, not, impossible. I’m even surprised…yet not…that none have been capapble of capturing this game’s essence; or/in some other form. That’s to say, CS is unique, in itself. And, thus, why it stands tall above clones of it. And, yes, it is an AAA-quality executed (big-budget/huge scope/excellent art-direction/cohesive/extremely polished) game…that, helps. Of course. But, does this mean, someone else, could not make a CS clone; of quality/executed well… I think not. It should NOT be the ONLY CS game out there…and monopolizing this genre of game. I mean at near-10 million reviews…like, is that not quasi-monopoly of online multiplayer games. Great, for Valve/Steam…less great for indie devs wishing to Steal Steam/Valve’s IP/thunder…hey, I will convince Valve/Steam…that my CS is better than theirs…while On Their Platform (yes, a bit ironic); so my CS can compete with their CS. I have prepared the look, composition, the loop, what it will entail…my game will focus on Squad(s); Tactical Squads…but, more closer to ‘police’ things; thus, the Old type of CS; which was about like SWAT and street thugs/bandits…this was very popular; like GTA, same thing. I want to create this police tactical shooter with prosquads like swats sort of…but made in my province/country; so I want to focus on my city/province’s police things; not American stuff/police (there is plenty of that); but, focus on my culture/country/province/city law enforcement for the game; so this would add a new element/unique; unknown. The biggest cost (later) is ‘server creation’ because you need to create servers for people play online; and the text/voice messaging can become expensive; for companies to ‘host servers’ to play on…it can cost Thousands of dollars to host a multiplayer fps game…due to speficically ‘online traffic data’ / texting / voice transfer…this adds up (server companies charge 0.001c or something per text/chat/online data byte pack of traffic for hosting FPS servers); it adds up quick and in a month if tons of people play online in 32-64 player matches; you can end up with a monthly bill of 1000s of dollars in ‘game-server hosting costs’. This, is a problem; but, I will start ‘small’ using somethintg like PUN/PON 2…online and check the montjly costs; as low as possible to allow a multiplayer a possibility (within reason/my$ budget/the internet/multiplayer server hosting costs on my end to allow people to play my game ‘online’ on servers they create/self-host with mods); Anyway, long story…I’m making a CS game…that’S the thing I want; the Abyss game I want it badly; but, it is a lower prospect game high effort and less gain($); there is a high chance the game could flop because not perfect AAA survival horror game; I prefer letting it wait; i will do it; only, later; now, I will focuse on a police/tactical-multiplayer FPS game. It could flop, but if executed well; Escape from Tarkov (some of the best of ‘aa indie’ game, of course) gives me some hope. The other games I want too; but, if financial return will be small; it becomes a gamble/decision of what is more important in the end – to continue/doing this in the optic ‘as business’ and not remain a hobby forever (that never ‘materializes/tangible’ into a financial success/return). Will see what the future holds; I am creating the Squad right now…the police and the bandits…CS style.


Here is an wip image (final in-game render) showcasing an ennemy/bandit-side in my game, I brought back old stuff I did years ago (on BiRP post-prod stack), to get that look; the look I’m going for is CG/CGI / next-gen cgi look, like as if watching a 3D cgi cutscene – but ‘playing it’ than just watching it passively…; there is bloom, I know it’s not always liked, but it adds lots lighting coloring oomph (to anotherwise more stale image/palette dull); thus, I boosted the coloring vibrance to make things pop (and thus, stand out, to the eye); The model is a high quality 3d mesh, all my models are very high quality models (all are in the 200K poly range whole body; I had to lower because otherwise I would have gone to 300k but it is getting poly expensive; and with so many ennemies on screen it will blow the poly budget and the GPU will crawl/low frame rate (even a 4090 GeForce GTX gpu…the toppest) as I reach the 30-40…50 million polygon in total for the scene (I use detailed HQ shadowing/real-time, this increases the polycount by ‘shadow casters’ from the light sources); I will, probably, have to use some kind of DLSS or FSR ‘upscaling’ tech to reduce the load and render a low resolution…then, upscaled. In this image, it is an in-game render, at 2K (1920X1080) res…

Dude, before adding more content to your game, answer me an important question: what exactly is your game? Is a survival haunted game? a deep ocean game? dinossaurs? bandits? do you really know what you are doing? dont get me wrong here but you are constantly changing your game, now the first comment in this thread is about a totally different game from what you are doing now. You dont need to find the perfect idea, you know how to make your game unique, so just get an idea and do it. For me the dinossaur idea was the best :slight_smile:

Also, pleaseeeee at least format your text, NO ONE is reading your massive textwalls. If you show your game in steam using textwalls, people will only skip it and R.I.P effort and years of work. I even try to read it but i just get lost… and people outside the dicussions dont have a single bit of pacience, so lets pratice to at least press enter?

Hi developer3244, thank you for that. I understand, …it is a period of change (I did not anticipate that); I know that devs can ‘veer’ / u-turn…half-way doing some game; the next game I will be doing is yes, the bandits thing…those other games, will wait (in backbench/backburner); because, they are great, but are lower appeal and high(er) chance of ending flops – if not Perfectly made. Let’s say, on this entire page, I am ‘gauging’ the market…and it’S why I switched so many times; for me , it is important to do this - ‘with’ the market in mind; not obliviously/blindly, without its input. That means, market research (I am later to do this…too late, but better now, than never); it drives my decision of which game I will make. Because, I wish to put ‘more eggs in the same basket’ – the right basket; and less into ‘bad baskets’ no one wants; it would be wasted efforts/resources. I really like the dinosaurs too…but, yeah, they are a double-edge sword; if you cannot make a Perfect Dino Crisis game…forget it; like 99%–of dinosaur games on Steam…it will make nothing/be a flop. To me, that’S a no go; if I do this/put my investments/resources etc…it is targeted approach, with market in mind 1st. To maximize possibility of succeeding, than failing (hence, the ‘putting eggs in the right basket’). This would told (even) by Mr. Steam himself - Mr. Zukalous that studies the Steam/market; he, basically, said that you need to make a game in a genre that is Wanted…and not waste your time making a game no ones wants/will play/market 0 interest for it. It’s kind of obvious. He meant from a ‘financial/business’ perspective; that you would hope the game turns into a success (rather than fail…and sleeps on Steam, making mcdonald’s wage…); that means, you absolutely must know what the market wants/needs. To respond/answer to it…this way you ‘serve a niche’/want/need…It seems that Dino Crisis/dino games…is not That in demand…sadly; it is still niche; buit I will make it…just later; it is more important to find financial success (for me)…than just make hobby games that make pennies.

So, sorry long blabla/I ramble a lot…I like that. Ok, if people ignore my wall posts…not worried. No, I won’t do this on Steam page of my game…ofcourse; it will be more brief, so they don’t stop reading in exasperation by the lenght of the text and rather showcasing the features of my game (and like a very small note at bottom or something explaining other things important, like legalese and stuff the play must know before purcahsing my game; like to be warned of something, so yeah telling it is honestly, so they do not get any ‘big surprises’ after buying it; they knew what they got…I told them and what they got–is what I told them they would get, honestly…so no bad surprises, because as you say, people don’T read and then act all offended; yet, you explained it…trying to avoid these sitauations from happening; I will make a FAQ also); but to not lengthen this message/text either; I will be doing the bandits/police thing; Counter Strike thing; because is Extremely popular, and they are Very Few games like that, especially made by solo devs; they, basically, don’t exist; and the reason, is because Multiplayer game are extrmely hard to make and costly to keep (you need 3rd service server provider to offer ‘online mulitplayer’…not cheap. But, I found some thing that could work; like P2P/PVP online matches…with network that is free, at least reducing multiplayer server costs); there are 0 Counter-Strike games made by a Solo dev…of their quality…but I am about to change that. I will compete with them (Valve/Steam’s Counter-Strike games…), and there is, basically, no competition from indie devs…because none do it.; except me. The quality required is very high, but I can match that and at least give a ‘poor man’S version’ (clone) of Counter-Strike; I wish it. That is what the market told me; it speaks to me; and thus, it’S what I want. You may not want to make a game that the market wants…that’S your decision…me I change my mind, I want to do something ‘with the market in mind’; and CS/Counter-Strike games…are Very Marketable/Market-liked games.

This is a knight in the game, now of course, it seems out of place with the ‘bandits/terrorist police thing’…that’s because, I have decided to make like ‘special matches’ where you get to face other ennemies…like ennemies from the past; like, say, a Knight, for example; it makes it much more varied; so, the main game, is yes, bandits/modern thugs/modern police/swat…squads; this, is more ‘regular fare’/general thing… But, to make things more interesting/spice things up’…you get to fight in
‘alternative realities’…where you might fight against a Knight or some ancient ago warrior…instead of the modern thugs…I going for the main past warrior tropes…like Knights, Ninjas, Pirates, Zombies, Vampires, etc…you could say it might be a departure from the modern settings; indeed; but, it’s to keep things fresh; after installing the stuff, I encountered errors with setting up the Online Multiplayer…if it’s too hard, I may decide to Completely Remove the Multiplayer aspect; which, yes, will destroy my game…of course; I know…but, I have checked to see if it possible, if FPS ‘offline’ games with ‘squads/tactical squads/policesquads/‘heroes team vs bandits team’ are a ‘thing’…well, to my surprise, not a Big ,thing’…but a thing nonetheless; i.e. people are willing to play an Offline FPS ‘squad shooter’ like CS…if it’s very high quality…of course, I read the people’s saying…and it was : ‘‘Offline Fps squad shooter like Counter-Strike…with BOTS???..hell no, boredom.’’…but, not all people, some people live offline/‘Local Multiplayer’…with no internet…but, just good old fashioned ‘Bots/AI/CPU’…as ennemies;

it’s never as thrilling as playing against Real People…online, obviously…it’s why Multiplayer games are so thrilling; becaus you play against real people…not A.I. bots/fake CPU…ennemies…which, oftenly, are way less of a challenge and far more ‘predictable’…thus, less fun to play. But, the AI/CPU in my game…is quite solid…not to far from a ‘real player’…so the challenge is somewhat similar to a real person playing against you…of course, not as good; but, still, still fun…so yeah, it s*cks…but I might completely remove the Multiplayer aspect ‘Online/Internet’…matches…because I’m having difficulty with this… I knwe that online multiplayer games are extremely hard to make work…there is always some ‘server glithching’ sht…it’s very complex and why 99% of devs refuse to make online multiplayer games…just, too much, for too little. Especially, if you are new game dev, most devs tell you :‘‘Don’t make your MMORPG/Massive Multiplatyer Science-based’ Dragon Online MMO RPG game…as your 1st game,’‘. I.e. you won’t slay this dragon…this dragon, will eat you whole…’‘taking on a too ambitious project’’ ‘‘biting more than you can chew’’. I saw certain games on Steam that had no Online connection/no Multiplayer ‘online’…only, ‘local multiplayer’ ‘offline’…or like ‘co-op’ play…offline…and they fared quite well…despite having 0 online connection…this means, you just don’t need to ‘talk about it’…if you are making a multiplayer like game…and you realize it will stay ‘offline’ gaming…not ‘online/multiplayer with internet connection’…just don’t talk about it…these games on Steam that did so…don’t talk about it; so, don’t talk about it. Just show yourgame…people will not notice ‘‘OK…it’s an offline FPS game…could be good even so.’’…they will be inclined to give it a shot…so long as you don’t talk about multiplayer online, which you don’t have in your game. I.e. it will not matter That much…what Matters, rather, is if you did a Great Game…a Great Offline ‘multiplayer-like with AI bots’ game…and with lots of content; people will skim/skip over the whole big problem of the game being-- Only ‘Offline’.

In other words, thankfully, there are more people willing to give a chance to a FPS squads game shooter…even if it is Offline only…if it’s good quality product. So, I don’.t know right now, but it is starting to be so; I have not tested the online capability, I need 2 computers to do so; the game, I think, at bare bones/barebottom will ahve PVP/P2P connection (like 2 players can Try to connect to each other to play a multiplayer online match with each other —not even assured)…or not, at all. Dedicated servers…I’m completely forgetting this…it’s expensive cumbersome and hard to make work…now, it seems, that Offline could be best approach, it will never lead to the success it would have if it were fully Online Dedicated Servers…multiplayer game…but, that’s a concession/trade-off I have to make.

This a VC (Vietcong) warrior ennemy from 1960-70s… untextured.

A Gladiator from ancient Rome colosseum. He is more ‘naked’ and is melee close combattant, thus I will put him against teams that have slow reloading long-ranged gun/weapons to equalize things.

This a Ronin, a WWII 1940s military soldier officer/kamikaze with a katana sword.

Police Swat like officer modern/tactial squad close-combat fighter, this guy is part ofthe Good team/the Protagonists…in my game there is Protagonists (Good side/Police/army-like soldiers/law enforcment), and the Antagonists (Bad side/outlaws/thugs/terrorists/felons/bandits); I also, say, that my game never encourages the ‘Bad side’ (outlaws/thugs/criminal/illegit/war desposts/ennemy war soldiers/terrorists) and the game remains a fiction.

A Feudal Samurai with armor/katanas, in the game you can fight against or play as, a samurai, there are certain fighters that are ‘neutral’ (in history, my game is trying to be the least woke possible/overly politically correct; but i know that some (bad/evil) warriors of the past are more sensitive to play as, because inlitterature they were the ennemy all over planet, as antagonists/baddies/criminals), so a samurai you play them also; but, like, the Ronin above/war officer wiht katana is in the ‘evil’ camp, much like the VC (Vietcong), they are supposed to stay/be war ennemies/criminals and youcan’t play them; only, against them; same, for a SS soldier in mygame; a WW2 like soldier from 3rd reich (nazi waffen soldier), youcannot play that, you only fight against them as war ennemies. Also, in my game, there is no real…playing as American…though some soldiers were American…it’s rather youvplay warrior tropes ofthe past; and I don’t want to this be a American thing vs whoever… so, it is rather agnostic to who you are playing; like, although you could be playing a French-Canadian,/Québécois because is my culture/identity…but not exactly as American; because thereis, for example, SWAT likeofficeres but so do we have them here; it’snot exclusice American thing; but, for example, there is aCowboy in by game’Western’…but yeah that’s quite American from deep south…but we also had cowboys up here, inWestCanada…in 1800s…I’m trying to stay away from too much naming the country related to certain warriors…because today there will always be someone taking issue/having a problem withthat (woke), yet, obviously shying away from being specific/censoring it…is woke (censoring free speech, because could be senstive/offensive to some person takingissue); so, I’m kind of in between… but the game is only for Adults. In my game, there is a warrior from my ancestral past – the Patriotes. They were rebelling against Canada anglo0assimilation of my people, in 1830s. If you wantto learn about them: Rebellion in Lower Canada (The Patriots' War) | The Canadian Encyclopedia

The character is based on this Patriote:

A vampire/bat—man like creature, can fly/short bursts, but mostly ‘hop around’ like semi-flying birds that hop around on the ground.

A Centurion from the Century 100 B.C. All in all, I would say there are over 60 plus warriors that create very different matches, also my game wil have about 60-70 or so maps/levels; these are much smaller than regular large levels; so, like ‘sub-scenes’/sub-levels…going from modern, fantastical, and back…

A Cowboy, western outlaw, the whole thing, with spurs, leather coat, boots, apron, hat, holster, crossed belts, gloves and face scarf.


Colonial squad, of 1700s, they used muskets/flintlocks, it will be the sole weapon and it takes a long while to reload black powder muskets (like 1 shot per 20 seconds, it’s truly a ‘take your time, got only 1 shot / 1mini cannon ball’, during that time reloading, they are sitting ducks (well, not entirely, it’s possible that you can move-while reloading, but slowly; thus, an easy target; though they have a sabre and bayonette); their weapon will be made to be sufficiently different from pirates’ (also from 1600-1700s), in the game, galleon ship pirates are called privateers ‘buckaneers’ (is from french – boucaniers, of the word Boucane (means smoke/black powder 'gun smoke in this case)); Les Boucaniers (anglicized as ‘the buckaneers’ or ‘smokers’ nothing to do with ‘bucks/doe/fowl’ deers…in english ‘the buck (deer) stops here’) , also called ‘swash bucklers’ (sword-ers & smoke-rs)…


A US Cavalry on horse, 1850-1860s…American army western, they fought the natives (Native Americans Red Autochtonous Indigenous, Choctaw, Apaches…) and the cowboy outlaws, soon, they would go in the ‘American Civil War’ (1864) where the North- and the South- of USA fought each other.


A Canoneer (Canonier)/Grenadier, soldier from Battle of Waterloo/France-French-Corsicain Napolèon Bonapartè Empereur wars (he was Italian-Corsican–French naturalized, as Napoléon Bonaparte), during the 1810s (in Europe); in 1812, in North America, a big war happened, and was called
‘War or 1812/Guerre de 1812’, during which the Americans tried to overtake my country/Canada/fought against Anglo-British/Canadians/Loyalists…in Canada (like, they seem to be trying today, with Donald T. thinking he can make Canada a 51st state – to my American friends, that is an impossibility and grave error/good neighbours don’t invade or conquer their neighbours propriety; just like/unlike in 1812; well, if going man-to-man without any weapon (USA vs Canada), because today not much we can do, USA is immense (population: 400 million) and military super power (atomic nukes); unlike in 1812, much smaller then); today, Canada can’t do jack because militarily is small; same for my province (Québec); in Europe, it was the ‘Guerres Napoléoniques’ (Napoleonic Wars) where Napoléon ruled basically every single country, from Europe, to Africa, Asia and back…he ruled it all…but not North America…in fact, if he had tried himself, either in USA or Canada (back then, my province was called 'Province of Quebec or soon, ‘Lower Canada’); he would have failed every time; Napoléon sold Louisiana state to USA, because it was a French colony (Cajuns); but, since I am French-Canadian Québécois, my ancestral province is French, from the French Kingdom of New France…and Napoléon protected that, being French himself too, he would defend Québec. Today, just like when Charles de Gaules came to Québec in 1967 and proclaimed : ‘‘Vive le Québec libre’’; meaning, a free French-Québec freed — from British/Anglo-Canada supremacy on us. Because, for Napoléon, the ultimate ennemy…was the British/English, in Europe, or in North America, the Anglo-British Canadians…not the Americans. Napoléon was caught/exiled to St-Helen island where, in his 50s, he died in captivity…by the British English in England/UK. He was caught between a rock and a hard place, because he was a Monarchist (Emperor) but really, a Republicanist (French Republic) after France’s French Revolution war (1789) that deposed the King/Monarchy to instaurate a Republic system.


A Hispanola Conquistadora / a Spanish Conquistador, from the Renaissance era 1500s. Unplayable as, but playable against (ennemy), these conquerors are supposed to be evil side; even if, like Italian, Portuguese or, Spanish here, they helped discover the New World and South America; of course, the whole South American Natives wars (Aztec, Mayan, Inca…).

A South American Native, Inca…warrior 1500s…they will have some shield to balance against their nakedness, you can play as them, but not against them, I did this because I know that woke people will take offense to that; namely, natives theirselves, any depiction of them and they cry a river; so, you can’t play as the Conquistador…against the South-Amer. Natives/Inca…only the reverse. I would not mind putting them as ennemy, it’s the people who would and scream ‘cultural appropriation’…sigh… (today, depicting war soldiers is much touchy than in the 80s-1990s…). Most warriors can be ennemy or friendly; but some, clearly, can’t be ‘friendly’ (conquistador, nazis, ronins, VCs/bad-side ‘evil axis’ team) or ‘ennemy’ (south american natives, can only be friendlys/good-side ‘ally’ team).


This is an Alien extraterrestrial entity…humanoid shapelike/form…but it has ‘hands’ for feets like monkeys do…yes…is it inspired, by the Aliens vs Predator films/in this case, Predator itself (the crab face humanoid that can become invisible and has a jamaican dreads), like the mask and the shoulder canon plasma blaster, but that’s it, the artist who made it inspired himself of the character; the Alien measures about 8-9 feet tall, towering over humans…

Some weapons in game, here is an experimental futuristic prototype electric gun, tazer like/energy weapon that fires mid-sized electric lightning bolts that shock the body, almost like thunder ligthening in your hands.


This is a nail gun / electric-pneumatic nail gun, that shoots nails (instead of bullets), it can fig./met./phys. ‘nail’ the opponent…to say the least. Only thing missing is the hammer; and the polish (hand nails).

This weapon, is a firearm/gun…made in my province/country…the only one. It is a Huot machine gun, Mr. Huot invented it at the start of the century 1900; it was based off of a Canadian Ross Rifle…but Mr. Huot totally changed it andcreated something new; a hugw powerful machine gun, he was French-Canadian Québécois, and basically, it’s the only single sole gun/machine gun, made in Québec; 99% of all other guns were made in USA, UK, France…or west-Canada. Thus, I’very proud of this weapon being in my game, because Canada has little to no guns…compared to USA, and Québec province, had none whatsoever, until Mr. Huot arrived. It is a patrimonial gun here. It looks very futuristic for its time (asome 100 years ago)…sleek design, there were only some 100 copies every made of it…in Québec. And the reason is, is become the Canadian army declined its usage…in the WW1…so it fell into abandon, Mr. Huot simply stopped its production, becase they used other machinegun/rifles instead over the Fusil/Mitraillette Huot, here. It was deemed not good enough for war usage; I think it was due to problems of like reloading or mechanistic inner-jamming…oftenly that is a big problem if it jams…while in war, your weapon must be reliable 100% of the time; it can’t work half-of-the-time; because then you are 50% exposed/naked vulnerable…with a useless dysfunctional weapon during that time. There are about 50 weapons in the gam, a very large selection of weapons, some are American weapons; from everywhere on Earth; I wanted to give a huge selection just in like Counter-Strike games that have like…250 guns to choose from…it’s just mindblowing the amount of stuff they put it in it, and no single weapon works/attacks/fires the same; no 2 same weapons…makes a very deep replayability/action…

Ok, so something happened (having difficulties) that it makes harder to make the game; so, I decided, for now, do one more switcheroo, but there won’t be anymore; so I am back on the abyss game (survival horror), crazy I know; but such is game development; I’m going to let this online multiplayer FPS for later (will come back to it, some other way…for now, it is causing me too much problems to continue; something, that did not happen with any of the other projects; normally, speaking, there shouldn’t be anything from stopping me to progress in completing the stuff; but now, there is with this project (It was unexpected I just found out last week, one more surprise); so, instead, I will focus on the abyss game; this I am able to do, nothing is stopping me…so I’m back on the survival horror abyss game: here is something of it…

It is an amphibian abyss fish humanoid creature with scales spikes, very dangerous abyss monster…



Story Synopsis:

Two French Québécois/French-Canadian bio researchers (male and female/man and woman, co-workers, you can play as either of the two), in the abyss station (can’t say the title yet) discover an ancient pathogen at the surface/in the glacier (locked/frozen in glacier ice/iceberg) and let out, a bit like a virus let out as thawing happens, it is spore like air bacteria/pathogen, 300,000 years old in permafreeze ground/ice, the settings takes place in Arctic Ungava Northern Québec (Canada, near Nunavut), where it is polar condition, at the surface there is also polar cabins; the setting is mostly in the underwater abyss station but will later continue in the polar cabins at surface; when they will reach the surface (part 2…), they will be on an oil rig station, then they will continue on a icebreaker old giant frozen ship, then onto the arctic polar station cabins…all is happening at night (survival horror games are rarely scary in day time/sun light); my inspiration is from Alien, The Abyss, The Thing, 28 days, 31 nights (vampire artic polar movie), Predator films; the creatures are a mixture of aliens, fish creatures, mutating creatures (very Lovercraft-look, going for H.P. Lovecraft monsters of the deep sea, think Chtulu/Lochness monster/Dagon the swamp pond fishhuman creature, but much more ‘octopus/abyss fish’), it is a bit like the Thing film where we see bodydeformities creatures/mutants with octopus tentacles; it is explained by the pathogen that takes host /in the human host (like Alien); again like a virus spreading, but not ‘zombie’ virus; but closer to the ‘mimic’ virus of The Thing, wehre the pathogen is alien in nature and tries to copie human bodies/flesh; I explain that the researchers, unbeknowst, have awaken a sleeping pathogen, but (really/rather) a sleeping ancient alien entities that was present all along (300k years old aliens on earth in the arctic deep since last ice age)…deep in the abyss, and all the way up to surface/glaciers/ice/polar place…in permafreeze ground.


After some (re) thinking (it all), I’m staying with the water setting, just a slight change though; the abyss/polar thing will be for later; instead, I will do a survival horror game with pirates; I thought about it, and, I mean, there are none; I mean they are no underwater abyss survival horror games neither; but, it is longer to make; than, doing pirates on a pirate/ship galleon…story. Pirates ships are contained environments and faster to start putting cameras in; since, by nature, galleon ships were big; but, not That big; I will make it bigger (just like I did with the train wagons; I made them huge…to make ‘space’…where the character can walk/run in…because, in reality, a train wagon and a naval ship…is/are not that big; big yes…but if you run on/in them…in 15 seconds you ran them completely…it’s just not big enough to make a ‘story out of’…I mean, you can make a full story out of someone stuck in their bathrooms (5feet x 5feet…large); it just it will be Only there and Very limited in terms of ‘moving around’…like the survival horror game Silent Hill: The Apartment…this whole game was in 1 place – an apartment; not that big…so you can, as they did; contain it’…in one single small place/spacel;…which, is, very claustrophobic; for, you can’t move around much, you are surrounded by 4 walls, like stuck in a jail cell/coccoon. Thus, by enlarging the galleon ships in the game…than their real smaller counterparts…the game now becomes more feasable and has ‘substance’/space to actually ‘look around’/explore the ship, and ‘do stuff’…in the game…the only thing with this, is that, 1500-1700s gigantic naval ships/boats did not have that many ‘doors’…; most, was ‘open air’…to allow easy access; between the levels (like on the Deck, or in the levels, below…) of the ship; this is a small problem, because survival horror games are all about ‘doors’; where you enter them – and the suspense/scare…is caused by ‘entering doors’…one after another. Like, in Resident Evil, when you enter a door (in the mansion), an animation plays – a door slowly opening…and then you are on the ‘other side’ of the door…this cut-scene is extremely simple…but tense/suspensful…for, you don’t know what is behind the door…as you enter it. The scare/suspense…is built by the anticipation/expecting…something, behind that door (dangerous). In Resident Evil 3…they went further, and the Boss called Nemesis…could ‘stalk you’…door after door…this was very tense…because now, ennemies…could ‘come to other side’ of the ‘closed door’…because, by closing the door…the ennemy could not come to you…but, Nemesis, did…and now, could ‘enter doors’ too…that was very suspenful/scary…as the ennemy could follow you/stalk you tens doors…one after another…never giving up pursuing you (like…a stalker). Because, without doors, surivval horror games are much more boring; ‘survival horror doors’ entering/exiting ‘pause/animation’…slow down the pace of the game and increase suspense quite a lot; but ships, did not have much doors; on purpose. Besides, the captain’S cabin…and a couple of doors below deck/levels…so, what I will do, is I will make door (more doors), which is, yes, artificial…but to increase the ‘survival horror’ aspect important; thus, it will take much longer to ‘go through a full galleon ship’…in entirey…from top to bottom levels;; because I will have peppered much more doors everywhere…inside it…of course, doing that will ‘tighten’ the space…so I will increase the Size of the ship hull/frame/inside/levels…etc; to make ‘space’…so even if there are many more doors…tehre is enough space to move around…in essence, the ship will start to look like a ‘club med cruise’ ship (these are Gigantic boats that can contain 4000 people on them)…but, as a, pirate ship/naval galleon boat. I also feel, that pirates are very saught, and more appeal; who does not like ‘pirates of the caribbean’ or assassin’s creed: black flag…excellent pirate games/films… . so, I’m switching just a little bit, and instead the game will take place on pirate ships that you explore…and I’m going to the Goonies vibe (film 1980s about pirates); here would have our Goonies like film, called Matusalem, a French Québécois/French-Canadian film 1980s (Matusalem, comes from Methuselah name, a prophet/human that lived 900 years…Methuselah originates, from jewish word 'Motoshaleh); Matusalem (or methuselah/motoshaleh); was a pirate; here, in this case a New France Québec pirate; my game will take place in the Québec peninsula Gaspésie-îles-de-la-Madeleine…there, there is a giant rock, called Rocher Percé (Pierced Rock); is a cave age rock…standing in the middle of the ocean; during the 1500-1700s pirates ships came around there; up to New France colony and in my game I explained they sort of made a ‘rest-area/hideout’ there…around the rock. I explain that 2 adventurers, at night, go to these ships (in modern times, today 2025), and the haunted ‘Ghost Ships’, ‘Pirate Ghost Ships’ are ‘possessed/alive’…and then they must fight undead pirates, skeleton pirates, paranormal, ghosts, fish creatures, octopus kraken, evil, etc…on the ships, I am also putting Lovecraft vibes; it has to be scary, since survival horror does not work if not scary or no suspense. Pirate games can be cheesy, funny or ‘adventure-like’ which I am trying to avoid; adventure yes…but not cartooney/cheesey; but, really, to be scary, it has to be more credible/realistic, even if the premise is a far-fetched survival horror fiction.

This kind of fiction works where elements are more grounded in reality, rendering more real-like/credible, and thus, more effective/scary/immersive/engaging/engrossing…I learned, that True pirates, I mean…real pirates…in real life…that existed 3,4 5 centuries ago… were not soft or cartooney or funny; or spoke like hollywood pirates…they spoke normally but were rutheless and many did terrible things; obviously, ‘stealing’ piracy/pirating…but, yes, some killed or worse… did slavery attacking ships there were women pirates also, and some became pregnant on boats; some, it waas not conscented (rape); so, yeah, it is like Vikings…they were not ‘kind’ fellows, and back then, pirates knew what they did was wrong; even if they wanted to ‘free men’…with no laws/gov deciding of them; one pirate, a captain, made huge error of judgment, and his crew went crazy, killing, raping, slaving, etc etc…all the worse things, they did them; and there was no ‘code/honor code’ neither with pirates…they only knew that it was wrong; thus, the captain felt guilt for the actions of his crew under his command; he, and his crew…where intercepted by the King/royals…and all of them were hanged on gallows above the water. This demonstrates, that piracy, was not something see as good nor something anyone should ever do/aspire to;; in essence, it is the modern ‘thug/gang’…thug; pirate = thug/gangbanger/mafia/bank-robber/treasure-gold-blingbling ‘gold-digger’…and that ‘criminal pirate life’…only leads, to one thing…jail/prison (or, in the case, of these pirates who felt shame for having behaved like aniamsl…it was ‘pendaison’ (hung); this means, that pirates very well knew…and were ‘checking each other’…making sure no one go too crazy or too drunk…on the ships; to maintain a certain ‘order/function’ there; kind of like, in any army…there needs to be some order/discipline…so that people can actually ‘work together’ …and form group; a, working, group. and not a dysfunctional ‘kangoroo zoo’ ‘free-for-all’… (like when jail cells convicts ‘are released’…and its the chaos in the whole prison/jail, as they attack anything/anyone). Or, like todays ‘moderators’…of a website; they moderate…to keep things in check/peace/functioning, for everyone.

Welp… The Pirate game is on hold (also), in the mean time since last writing, I discovered something (yep…once more, ‘some thing’ happened); it made me rethink the priority of this game, and the success it could get; therefore, I decided, to change (yep, again); I know, that, at this rate, it might take me 140 years to finish a game…but, these changes, Never happened since using Unity since 15 years +…so it is, really, the first time (in my life) that there is so much rapid change and that everything I thought was the ‘right thing/correct thing/wanted thing’…ends up ditched. Well, not ditched, but post-poned let’s say; am a doing lotsa of 'post-poning… but, it’s better that way, when you have never released your game yet; you only got one chance ‘to make it right’ (yes, you can fail…and ‘re-apply’ later, restart all over and learn from mistakes…but, that is, timely, and, costly; that’s the detail you never hear about; how (much) long(er) will it be); of course, there is nothing else - you can, do…because if you stop..well, you stop making games and that’s it that’s all; there is nothing more about being ‘game developer’…but, game devs, wish to minimize failure…to succeed faster/earlier…(of course, you can’t ‘run before you learn to walk’…(and fail at it – later, improving, you succeed; well…on thta point, I’m not so sure; some people tried, repeateadlyt- It Never Happened.. (fail after fail after fai…); that scares me)); then, the person burns out and abandons (ship); it’s only normal, their (re)repeated efforts did not materialize into 'tangible → selling a game/success (financially)…
Anyway,

So here goes (once more) nothing (much)…

This is the new thing, I was talking earlier about…the Pirates are going to have to sail away, for now…


These images show my next game (‘for real’, this time); I decided I am not going to switch to anything else, no matter what, I finish This game, whether it takes me 5 years or I fail terribly; I’m doing this and nothing else; till the end that I release it;

Story: The story is a survival horror game, I am doing a fixed-camera angles survival horror game, like those retro ones in 1990s; my biggest inspiration is this game:

I played this when I was a young adult (in 1998); it was an incredible game; gripping, just like its predecessor, Resident Evil 1; I am trying to capture this (but not like my other idea of ‘mansion’, that’s another one); this one, here, is different; the story takes place in my city (albeit not, exactly); you play as male/female/2 characters, and I won’t say what they are; that’s the surprise; but, I will transcend (be inspired) by Resident Evil 2 (1998) version; the game will be set in a huge environment (see the images); closed-in/contained; with tons of rooms, doors, keys, secrets and what not; there will be over 50some creatures; and yes, undead will be in it; lumbering/shambling ghouls ready to eat you; it has to look scary; or else, not credible as survival horror; I worked hard to get the lighting right, the shadows right (especially); because survival horror games thrive in darkness and light/shadow interplay (like, tenebrous paintings in umbra/semi-obscurity); although, the textures lack normal mapping (real-time), rather I ‘baked in’ normal maps in the diffuse maps..because am using a blinn shader (Rather than PBR); to get the CG 90s look; it was hard because without normal maps tthings look flat; but, I worked around this and the textures pop now (even if only diffuse); and are higher resolution (16K textures, main ones, downresed to 4K crunch-compressed); so it’s not so bad; the game will be about 3000 plans, which wil make the story-game last about 3-6 hours long (in total) when I place all the camera shots (3000 of them); I love cinematography ‘that tells a story’ by the camera angles..single-player, story-games, are a double-edged sword; people want them; but if you reveal the content (spoilers) you spoil your game…and they may not buy it…so be careful of not ‘overexposing’ your story game; it’s like trailers that show the Entire Movie..in the trailer…you saw the whole film.in the 2min trailer…why bother?..to see the whole film then; i.e. the trailer Spoils the Surprises of the film/game…so I’m going to be revealing ‘just enough’…I will make a Demo later, so people can play like 5 minutes tops..just to get a feel…because they might decide the demo was ‘sufficient’ and ‘had enough’…and they never wanna buy it; that’s the fear with demos – double edged sword; they help More in General because you show your game…but if someone spots something, it takes very little to make them hate your demo; now, of course, you would use this feedback (from the demo) to improve the game…but, it’s not always the case, sometimes, people like the demo…and that’s it…that’s all; there will not by the game – neither. And, with story game, if someone plays your ‘whole game – in a Long Play – on Youtube’…that’s it the whole story game is spoiled/now all surprises spoilt…for others who did not play it yet…but watched a whole playthrough of it…no point to play/buy it…now that they saw it in entirety…(like a trailer, showing.. whole fillm…);

My game will have memorable music, weapons, places, incredible visuals (CGI) I may even render the whole backgrounds with a pre-rendered background (CG) to get a cool look, just like those 90s survival horror games had 2D CG pre-rendered backgrounds. Doing this, also saves me from having the engine render the scenery/bg in real-time; instead, using an Pre-rendered Background 2d Image…of them. Thus, only, the characters/creatures will be rendered real-time..juxstaposed over the pre-rendered BG images… I found 2 offline renders for Unity; one is using true GI Pathtracing, and the other one is a true PBR offline render…I might do both – on top of the real-time in-game graphics; giving selection to the player to game another ‘feel’ for the game; also, my game will have stereoscopic 3D; and a special mode of ‘sound propagation’ (where sound waves ‘bounce’ along the walls’ this is Raytraced Audio tech that sounds very ‘reverb-y/air-y/echo-y’ like…3D Surround sound); but, never neglect the incredible music in my game – it will be terryfying music that chills; I am using Orchestral arrangements; combined with darkness, it fits perfect. You will be limited in ammo, weapons, and other resources; that’s the whole point (of ‘survival’–horror; you must survive with little); I know tis is a bigger thing than the Pirates; but, it’S because this idea came to me; and was, truly, a ‘eureka/epiphany/self-realization/actualization/awareness’ moment where I’m like; ‘stop everthing else’, change of plan.

maybe do some jams? they have discords with people helping starting in gamdev.

bad, idea, do some jams first so you can get some experience in starting and finishing a project

Hi altepTest, thank you for that. I did some, (kinda), but, I felt, it was not enough and just not motivating neither, i don’t want to do that, goes nowhere; I did not reap much from that; I feel that they can be just as much a grand illusion, despite being small-feasible projects; it just does not materialize/tangible to anythinf; besides yes improving; but, besided that…nothhing else; One day, you have to sti down, abd make that game;; won’t happen otherwise; yes, you can make a smaller game (of course); but not interested; I realize that making a game is a endeavor (for solo dev) to go at it; of course; no one wants to ‘go blind’ on some game’…that fails later, like a ‘hail mary/long haul’ shot…to the moon. Like big dream game, which will be a ‘pipe dream’ self-illus./s,f-delusion. No, I know that; but, I let others do that; If I fail, I will absolutely assume it; as crazy it be/am. Am older, time flies, somethings gotta give/happen; young people can take their time, build longer; am not young (Anymore) that is. Thank you again for your input and I wish luck in (making) your game(s).