Author Topic: Outlast: Criticality  (Read 640 times)

Wendell890

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Outlast: Criticality
« on: June 13, 2010, 06:35:50 PM »
Outlast: Criticality

Story:
You play as Alan "Inert" Ken, a scientist working with NASA and Xflight to develop the next generation of radioactive engines for spacecraft. He works on a space station, named the SS InFlight. This station is the test subject for the new Artificial Gravity technology that has just been discovered. Scientists on earth have discovered that to sustain such a large amount of pressure on such a small object to create this artificial gravity, they need an immense amount of power. This is why InFlight is powered by five nuclear reactors, each of which is powered with enriched uranium. Scientists have recently discovered U-864, which is the most unstable uranium mass ever discovered. A single out of place movement will cause the reactors to detonate, which is why they are controlled by robots. Any out of place movement within the reactors will cause a criticality accident, and the nuclear chain reaction will go from each reactor until it develops enough power to destroy the complex entirely. Alan was working at his desk when a worker tripped into one of the reactors, creating the first criticality accident to occur on the station. Alan must make his way off of the station, and back to earth and destroy the station from earth. Radioactive elements in the atmosphere will be extremely deadly, because they won't decay as fast, so the half-life of the enriched uranium would go from 703,800,000 years to over one billion. Eventually, from the decay in the atmosphere and being flung around the earth in an orbit, the entire earth would get radioactive poisoning. You must escape, and make it safely home.

Characters:

Alan "Inert" Ken
Other Scientists

Locations:
SS InFlight
Earth
Space

Gameplay
Single player, first person.
Escape the spacestation.
Uses puzzle elements and some zero-gravity.

Pics, because it DID happen and I AM working on it.
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c^5

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Re: Outlast: Criticality
« Reply #1 on: June 13, 2010, 06:41:23 PM »
A single out of place movement will cause the reactors to detonate, which is why they are controlled by robots.

So pretty much, the spaceship can't turn or it blows up?
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Oddity(007)

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Re: Outlast: Criticality
« Reply #2 on: June 13, 2010, 06:54:17 PM »
So, you gave us background, what about conflict, gameplay, etc?


Edit: And whatever happened to the "must have something to show" rule?
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Zombie Ninja

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Re: Outlast: Criticality
« Reply #3 on: June 13, 2010, 06:59:59 PM »
he had to sleep, but i know he have atleast 1 model to show (hint hint towards wendell)
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_Aaron_

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Re: Outlast: Criticality
« Reply #4 on: June 13, 2010, 07:32:43 PM »
Models or it didn't happen.
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danielR

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Re: Outlast: Criticality
« Reply #5 on: June 13, 2010, 07:34:00 PM »
on the story it might be the first DIM 3 game that isn't super generic  but yes you need something to show
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_Aaron_

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Re: Outlast: Criticality
« Reply #6 on: June 13, 2010, 07:37:59 PM »
It might even be the first dim3 game to have a story.
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danielR

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Re: Outlast: Criticality
« Reply #7 on: June 14, 2010, 06:40:00 AM »
It might even be the first dim3 game to have a story.

most dim 3 games that have been released are multiplayer games
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_Aaron_

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Re: Outlast: Criticality
« Reply #8 on: June 14, 2010, 07:27:41 AM »
It might even be the first dim3 game to have a story.

most dim 3 games that have been released are multiplayer games

Thank you for proving my point.


Wendell: Pix != models.
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Oddity(007)

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Re: Outlast: Criticality
« Reply #9 on: June 14, 2010, 12:04:13 PM »
Be warned, dim3's zero gravity physics suck ass ;)

And yes, I've tried for one of my secret projects (That eventually got ripped off of to get YWD).  Actually, oddly enough, it was the same gameplay (space station, puzzles for doors, 0-g, etc).  If you need any pointers, I've done it, but just remember that dim3's physics make 0-g look awful.


Edit:  Awwww, damn it.  I just gave away a potential plot surprise for YWD. *Teaser*
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Wendell890

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Re: Outlast: Criticality
« Reply #10 on: June 14, 2010, 01:25:37 PM »
Wendell: Pix != models.


I got that, but I'm having a little trouble with the models.
John The Brick is helping me with the models, and I'm having trouble importing them into Blender.

EDIT: The models are working (somewhat).
The normals are messed up, making it EXTREMELY complicated to use the models ingame. If John The Brick could help me sort out this problem, that would be great.
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Re: Outlast: Criticality
« Reply #11 on: June 15, 2010, 06:59:53 AM »
Have you tried regenerating the normals? -.-
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Wendell890

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Re: Outlast: Criticality
« Reply #12 on: June 15, 2010, 12:06:08 PM »
Have you tried regenerating the normals? -.-

How?
I'm not all that familiar with normals.
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Oddity(007)

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Re: Outlast: Criticality
« Reply #13 on: June 15, 2010, 12:29:29 PM »
EDIT: The models are working (somewhat).
The normals are messed up, making it EXTREMELY complicated to use the models ingame. If John The Brick could help me sort out this problem, that would be great.


I know what you mean :p
Johan has a habit of making incredible models that are difficult to get working in game.  MeshLab helps fix things up a bit, just select all, regen normals, and use quadric poly reduction to make it easier to manage.

Edit:  Before you run through meshlab, import and export with wings3d, this duo will fix nearly any model.
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Wendell890

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Re: Outlast: Criticality
« Reply #14 on: June 15, 2010, 01:43:16 PM »
I know what you mean :p
Johan has a habit of making incredible models that are difficult to get working in game.  MeshLab helps fix things up a bit, just select all, regen normals, and use quadric poly reduction to make it easier to manage.

Edit:  Before you run through meshlab, import and export with wings3d, this duo will fix nearly any model.


Thanks a bunch for this.
I'ma try it now.

Story has been updated, from some small technological debate that I had about the design of the station.
I can't seem to find the Quadric Poly Reduction. I'm using meshlab v1.2.1
I SWEARS! I HAS NO RECOLLECTIONS OF THE FLAMINGO!