thanks very much! :DAncient Crystal wrote:Alright, I could always type it out here.
- The player wakes up in the facility with no memories.
- They a) meet an android, b) discover they can transfer their mind to different computer entities in the facility.
- They navigate the facility, discovering in the process a) they're what's left of the security AI, which backed itself up in the brain of a test subject, b) the nature of the facility, the organization, and the experiment
- Transferring to and controlling other computers with mechanical abilities is a major gameplay aspect.
- To escape the facility, they find a way to reactivate the experiment and mend space-time.
- When trying to get out of the facility, the android reveals itself to have been trying to destroy evidence, and turns on the player. The player defeats it.
- The player escapes.
The real world, plus a few years. It's been discovered that certain Em fields can be used to achieve space-time-warping effects. The technology is banned, because a) media paints it as the next nuke, and b) to properly harness the effect, neural computing is required to compensate for the extremely complex background noise patterns. Given the practically-impossible nature of reverse-engineering a neural network, no practically useful understanding of the phenomenon can be achieved without experimentation of live, sentient beings, given current technology levels. The organization is a secret entity not interested in obeying this.
Underground research base in the antarctic. Lots of offices, but no shortage of space dedicated to conservation chambers for human test subjects, laboratories, ominous machinery, etc. Overall a practical construction, reinforced where the important stuff is, otherwise the common mix of metal and concrete, possibly with plain rock walls in the larger chambers.
At least, this is how I got it.
I don't need to be story/plot writer anymore here, and that's good! I stay focused only on puzzles.
that's what I actually meantOnyxIonVortex wrote:someone needs to create sketches, or descriptions of the rooms
It's hard to create puzzles without room design, technologies, physic laws, etc.
Anyhow I think this is what we need to do the most, because the progress ALWAYS stops at the point we need to draw rooms. Let's make an effort, I'm very sad when the project stalls, and I would really like to at least get past that this time.
trueAnyhow I think this is what we need to do the most, because the progress ALWAYS stops at the point we need to draw rooms. Let's make an effort, I'm very sad when the project stalls, and I would really like to at least get past that this time.
that was my job in that early stages.
You still remember that Basement Section rooms and puzzles? (I still have all of them with me).
But now everything should be completely redesigned.
We should focus in creating the rooms layout now, the story is done. We can make the facility interesting, not just the same boring grey rooms everywhere but more like a Submachine game, with several areas.
EDIT: if I remember correctly, there was going to be a "pocket universe" containing the secret base, is that right? or did that idea get discarded?