I’m going to be updating this thread constantly with updates, so make sure to check back![/COLOR]
Game play video coming soon! It’s hard to capture the atmosphere of the game with just screen shots, especially since I have to lighten up screen shots to show what is there.
Feel free to post suggestions, thoughts, and other things!
What is Fractured Mind?
Fractured Mind is a indie FP Horror Game.
Are you working with a team or by yourself?[/CENTER]
At the moment, I am currently working with one other person, we just started working together as of November 13th. It’s a lot of work and I would GREATLY appreciate all the help I can get. If you’d like to help, ill post some more info further down in the thread.
Head of Project and Programmer - EctoNecro (Troy Shanks)
3D Modeler - Zulthus (Daniel Cook)
Is this another Slender…?
Fractured Mind will NOT be another Slender remake. There has been a lot of unoriginal horror games being developed lately, and it’s really starting to get annoying. Recently horror games have started to become more popular, and thus more people are trying to create them. With all do respect, a lot of the horror games being developed right now are just cliche, and downright stupid to be honest. All I see being made is nothing but “Zombie Apocalypse” games, where all you do is fight waves and waves of zombies. These games all have the same story lines too… “AN INFECTION BROKE OUT, NOW YOU HAVE TO FIGHT WAVES OF ZOMBIES”. These games are fun for a couple of minutes, and that’s about it. Fractured Mind is nothing like this.
How is the game play going to feel and work?
Well, there is NO WEAPONS for one. I personally feel like they make game play to uninteresting. When you have a weapon, any weapon at all, a pistol, a stick, whatever it may be, it gives you a sense of security. It’s a lot more freighting when you know you can’t defend yourself, I want Fractured Mind to have an intense impact on the person playing, I don’t want them to feel secure at all. I want people on their toes at all times, I want them to be scared and afraid out of their minds. Now, I don’t plan on having the game SO SCARY, that you can’t even focus on the story line and game play. There isn’t going to be a pop out every corner, or jump scares every two seconds. The game is going to make you feel tense at all times, but just the right amount so that you’re still able to focus on the story line and the game. Nobody wants to play a game that is just nothing but pop out scares all the time, so Fractured Mind WILL NOT go in that direction. The game will focus on completing puzzles to progress.
How do you “beat” the game?
This isn’t a game like Slender where you collect 8 pages and then it’s over. The game has an intense, original story line that you will play through to complete the game. I’m trying for AT LEAST 6 hours of game play out of it. The game will take place outside AND inside.
How do you plan on making the puzzles interesting?
Well, making the puzzles interesting will be a difficult part of the games production. I don’t want any puzzles that make no sense and make you question why you did it. For example:
You have to get through a door in a cafeteria of a school, and must pull a lever to open it.
I’m not going to make that lever down the street 35 miles, in the airport basement. Things like this just ruin some games puzzles. Why the hell would the lever to the cafeteria be so far away from the actual door? It just doesn’t make any logical sense.
I plan on making the game have some logical puzzles that fit right in with the story line and won’t make you question why you just did what you did. If you do question the reasoning behind a puzzle, it will be revealed later down the story line why you had to do what you did.
Can you give us a little insight on the story line?
I don’t want the whole story line to be ruined by just giving it all away. So a basic rundown of the story like would basically be: Your grandfather passed away, and you inherited some buildings on a property that he owned, you head to the property to see what you have inherited from him. The game starts you off in a warehouse, which is your first stop because… well… it’s a warehouse and most likely would contain the most valuable items. Once you get to the warehouse, you discover some things and realize you’ve made a vast mistake by being there.
That’s all I really want to give out for right now, if you guys REALLLLLLY want to hear more the story line, I guess I could give a bit more out. Just let me know if you’d like to hear more, I don’t really want to ruin it though.
How can I contribute to this game? Do you have a Kickstarter?
Kickstarters take a while to get going, because of all the processing stuff. As of right now I’m working on getting everything “verified” and all that so that I can start up a Kickstarter. But at the moment, there is no Kickstarter setup unfortunately.
HOWEVER, you may still contribute by donating through Paypal, every cent received is going towards the project. This game will be so much better with the help of everybody, and in the end, the reason for making this game is for all of you guys, so that you all can have an enjoyable experience. Why not contribute to the game and help the it progress forward. Even if you can’t donate anything, help spread the word about the game. ANY DONATION AMOUNT IS GREATLY APPRECIATED, AND YOU WILL BE PUT IN THE GAMES CREDITS.
Donate here:
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=QD8FVDDJFYKZC[/COLOR]
If you’d like to partner up with me:
EMAIL me at: fracturedmindgame@aim.com
Please EMAIL me, because I get emails to my cellphone, and when you email me I will be notified instantly and be able to get right back to you.
Some pictures of the game right now (the game will be pitch black with little lighting for the most part, but to actually be able to show the rooms, I had to lighten the game up a bit):
One of the rooms in the hospital:
Another one of the rooms in the hospital:
Another room:P :
Hospital Hallway:
Warehouse room:
Another Warehouse room:
One of the roads:
Part of a puzzle in the woods: