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Into Outland is the working title for our new game. We are developing the game
with a broad range of devices in mind, including Nintendo DS, Windows
Mobile and other future devices. The 4-11-2007 Prototype is currently
compatible with Windows Mobile devices, as well as XP/Vista. This
is a non-interactive prototype.
Download Prototype for XP/Vista
Download Prototype
for Window Mobile 2003+
The purpose of this Art & Technology Prototype is to demonstrate
the following...
1. An early depiction of the game's visual style.
2. The capabilities of our new software rendering engine.
3. A very premature demonstration of gameplay.
Overview:
Into Outland is a 3D 3rd person action-adventure game that combines
non-linear exploration, real-time combat, basic puzzle solving
and an interactive narrative. The game is set in a fictional pre-industrialized
world, with castles, tombs, caverns, and cities to explore. The
player will encounter a variety of fanciful enemies such a dragons,
demons and zombies.
The game-world will unfold much like Castlevania: SOTN. The player
will be able to explore in any direction, but portions of the
world will only be revealed as the player gains new abilities,
solves puzzles and discovers new keys.
The game's combat system uses z-targeting similar to contemporary
Zelda games, although the feel of our combat will be more weighted
and visceral. This will slow the pace down, accommodating a more
strategic and methodical approach to fighting enemies.
Puzzles will be generally easy, and will most often have the player
using a collected item on a specific person, location or other
item. For instance, in order to climb down a well, the player
will need to find a rope attach it to the well. Most puzzles will
be logical like this, but there will be a good deal of trial and
error.
The player will interact with dozens of NPCs throughout the world.
NPCs will help progress the story. Conversation will likely be
conveyed exclusively through text, although both the player and
NPCs will have animated expressions and mouth movements that correspond
to the conversation.
3D Engine:
The game is currently being developed around our new 3D engine,
which we've named ImmersionX2. The engine is highly optimized
and incorporates numerous effects rarely seen in mobile games.
Some of the more interesting features include High Dynamic Range(HDR)
Lighting with Iris control, Specular Reflections, Phong Lighting
Model and volumetric fog. All of these effects except for volumetric
fog are currently visible in the Prototype.
Prototype Screenshots:
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