Spatial Fear 2

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Players were given a taste of our game a couple of years ago when we released Spatial Fear: Prologue for Unreal Tournament. It was a short total conversion game showing off the universe we created and the gameplay style we were shooting for.

We've now moved to the Source engine (Half-Life 2) to power our next project, Spatial Fear. While our first release was more of a teaser to give players an idea of what to expect, Spatial Fear will be a full-fledged game.

We believe we can provide a unique experience by combining immersive environments, an engrossing storyline, atmospheric settings, and frenetic action. One of these factors will not be sacrificed for another. Seamlessly blending all four will ensure a game that will appeal to the audience possible while still remaining fun.

Rather than pushing the technological envelope to it’s boundaries, our aim is to present a game with artistic maturity. Our goal is to avoid common mistakes such as clichéd characters and enemies, locations that are too familiar and boring, and a storyline that’s predictable and fails to engage the player.

The gameworld we’ve created is set in the far future. Humankind has traveled the stars and explored and populated many worlds. The story starts aboard a massive Deployment Ship and the planet it orbits. The player will not only travel through the huge science vessel but will journey to the planet and visit it’s wide variety of locales.

Though the story will unfold over the length of the game, the mystery is essentially broken into 4 main parts:
· Who or what is behind the sabotage of the ship and the slaughter of its crew?
· Why was this done?
· What is the truth behind the war between the ancient species, the Kreen and the Aeryopolis?
· What is Jael’s role in all of this?

The gameplay of Spatial Fear is a combination of fast action and slow-building tension. Playing through the eyes of the lead character, the player will always experience the action and story firsthand. Rather than creating a mission-based structure, which can oftentimes be disjointing to the player, we are developing a progressive structure. There will not be “levels” in the traditional sense of the word. The player will actually feel he is progressing through the ship, down to the planet, and to other locales in smooth transitions.

The player will guide the lead character through a variety of locales. Beginning at the starport and having the option to explore and receive training, he will then seamlessly move on to the massive Deployment ship, GDU Antimatter Discharge, search through the ship looking for clues and survivors, crash-land on the planet, visit an abandoned research lab, travel through ancient mines and facilities, explore a sprawling human settlement built underneath the towering “sky city,” assault an alien outpost nestled deep within the Aeryopolis Ruins, defend a section of city against an alien attack, and ultimately try to save what human life is left.

The lead character of the story is Deployment Officer Jael Kenos, newly graduated “deployment technician.” Throughout the story, Jael will meet and develop relationships with fellow crewmates, create a close bond with the captain of the Antimatter Discharge, rescue survivors, and run into a collection of various lifeforms and aliens.

Much more is planned and a Design Document has been created.

We have a team of about 7 currently but are looking for commited modders in all areas.

Coding, Modelling, Skinning, Texturing.

If Interested Please add me on

Msn:[email protected]
Aim:abuch100

*Note* We are well underway but would to add to the team to speed up development.

Temp Forum: http://www.spiritual-anime.com/sfear/
Moddb: http://mods.moddb.com/4056/
 
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