You are not a soldier. Not a fighter. Just an ordinary maintenance guy. Yet you have to fight. And you are forced to run. But chiefly: you must help the frozen crew survive on a spaceship. You are the only one who can save others. You are made a hero against your will. You become a leader. A slayer.
As you know from the previous DevDiary, the best strategy for surviving the CryoSpace is running. That way you will live - at least till you have oxygen.
We’ve also mentioned that there are different kinds of enemies. Their origins - who created them and why, for example - is one of the riddles that you may solve exploring this huge, almost totally destroyed ship.
Today we would like to share with you some arcane knowledge concerning strange creatures roaming the derelict floating through space…
[h2]From idea to animation[/h2]
At the core of our game lies the story. That storyline also affects the design of different enemies. Look for example at their arms and hands.
[img]{STEAM_CLAN_IMAGE}/39210276/d66fdc73ec0ece4557bb37e3a61a139429feef32.png[/img]
You have certainly noticed that we created zombie-like creatures with some metal parts. At the beginning of the design, they still have hands - kind of human. But then we get back to the storyline and: BAM! no more hands.
[img]{STEAM_CLAN_IMAGE}/39210276/dfe2cfd1662251b26fbab38d1c4f30b555fa0c09.jpg[/img]
Think about it: metal parts are tougher than delicate tissue. And metal “palms” are more useful in cold outer space.
Check also this mace - inspired by a famous medieval weapon.
[img]{STEAM_CLAN_IMAGE}/39210276/dcc5be50e7a4f51d813dd2cead0644cd944139c9.jpg[/img]
Scraps of metal are tied together to create deadly weapons. That way we changed some concept arts to highlight our world. But other game elements should follow the design. That’s why we created such lovely attack animation.
[previewyoutube=EO2CWaVNLoc;full][/previewyoutube]
[h2]The story of the Blinded One[/h2]
One of our favorite creatures - the Blind - started as an enemy with a special covering-eyes helmet. A few days later it evolved into a creature with special “blindsight” power.
[img]{STEAM_CLAN_IMAGE}/39210276/f228e161b71de1d3d0456399ed1f78170cfadaad.png[/img]
Then we once again thought about those delicate palms. We were sure that the Blind One needs something more dangerous - a welder or a nailer. And we finally decided that the old chainsaw will do.
[img]{STEAM_CLAN_IMAGE}/39210276/cfdfcb3e8093d9fd6bf00b49e536dbe219be2a53.jpg[/img]
Head also evolved a little bit to support “blindsight” power.
[img]{STEAM_CLAN_IMAGE}/39210276/4de1b8409d87807836b04ccd2c8b77728954e201.png[/img]
As you clearly see, the final Blinded One now looks like a strange alien creature.
[img]{STEAM_CLAN_IMAGE}/39210276/645081cec6e9fe32a1eda5b0bff22bec5e496fb9.png[/img]
That’s not the end, because we need animations. The idea for the attack was an easy one.
[previewyoutube=04ZAo33hOpw;full][/previewyoutube]
However, the "blindsight" made us think about the best way to show players the effect of that power. How are we supposed to do that? Well, just think about creatures which senses are constantly attacked by powerful stimuli. Will it remain calm? Of course not.
[previewyoutube=GbYjKjGeEyY;full][/previewyoutube]
[h2]The story is the key!
[/h2]As you clearly see, everything is connected in our game’s world. The story supports the design, design influence concepts, models, and animations, etc. There are tons of goodies that we scattered here and there. Of course, not only the design of enemies tells some parts of the story. The ship’s corridors and rooms are filled with leads, suggestions, and elements that interconnect - together with dialogs and audio-logs they will create an engaging storyline.
Are you ready to fight - or more precisely - to outrun such nasty creatures?