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Copernicus One

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DarkOne
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This looks like a decent adventure game that is currently in development. I like the concept of having 8hrs to get to the bridge of the ship to activate the auto-pilot and get the ship to land safely. Here is the website: http://duckocide.squarespace.com/copernicusone/

I liked these two videos, it really shows off some of the gameplay...


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Stardreamer
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Oh wow, this looks absolutely fantastic! Good old Copper-knickers! πŸ˜€ Some things that grabbed my attention:

1) You're weightless! How many games let you be weightless?? (I can only think of two in modern times - Dead Space and Shattered Horizon. Can anyone think of any more?)

2) YOU have a shadow! So many games neglect this fundamental immersion tool that it must be celebrated whenever it happens. πŸ˜€

3) I loved the X-box 360 "Retro-gaming" poster. Nice one. πŸ˜†

4) A computer in space that uses Windows! πŸ˜€

I was worried for a second but having a quick scan confirms this game IS coming out on X-Box AND my beloved PC. I haven't seen anything like this in, well, a very long time: for some reason it's reminding me of the film 'Moon', starring Sam Rockwell? Not sure why, exactly, but I love the concept and the feel of the game as shown in the vids. Kind of an ambient vibe, especially with that great music playing. Definitely one to go on the purchase list. Great find, Darkone!


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Geraldine
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Looks interesting and different. 😎


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farcodev
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wow good vids ! 😯


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volrider
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This looks to be a lot of fun. I wonder how much exploring you can do and still complete the game?


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Pinback
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Stardreamer wrote:

4) A computer in space that uses Windows! πŸ˜€

ThatΓƒΖ’Γ†β€™Γƒβ€šΓ‚Β’ΓƒΖ’Γ‚Β’ΓƒΒ’Γ’β€šΒ¬Γ…Β‘Γƒβ€šΓ‚Β¬ΓƒΖ’Γ‚Β’ΓƒΒ’Γ’β€šΒ¬Γ…ΒΎΓƒβ€šΓ‚Β’s probably the reason for the malfunction. πŸ˜†

I wonder if the 8 hours are in real time or game time.

And if there is more than one way through the game.


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Jabberwocky
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PINBACK wrote:

ThatΓƒΖ’Γ†β€™Γƒβ€šΓ‚Β’ΓƒΖ’Γ‚Β’ΓƒΒ’Γ’β€šΒ¬Γ…Β‘Γƒβ€šΓ‚Β¬ΓƒΖ’Γ‚Β’ΓƒΒ’Γ’β€šΒ¬Γ…ΒΎΓƒβ€šΓ‚Β’s probably the reason for the malfunction.

πŸ˜‰


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DarkOne
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Stardreamer wrote:
1) You're weightless! How many games let you be weightless?? (I can only think of two in modern times - Dead Space and Shattered Horizon. Can anyone think of any more?)

I can't think of any, think you go a little weightless in the KOTOR game?

This game is looking great in my opinion because it looks like attention to details is important. In this video near the end pay attention to the headset light and how when its floating around when turned on how the light is shown correctly, very nice touch.


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Duckocide
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Hi All... Thought you might like to see the latest video I've posted up for this game. Thanks for all the encouraging comments. Will try to get it finished!


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DarkOne
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Hi Duckocide and welcome to SSC

You have a nice concept you are working on for Copernicus One. In this latest video I really like the pcb puzzle and hope there is more tech type puzzles in the game which make sense since you are in space πŸ˜‰ But that music does fit the mood and kinda got a kick out of that ping sound that was on the 2sec count each time.

Duckocide do you plan to have different outcomes to your progress depending on how far you get in the time allotted?

Thanks for stopping in and discussing your game and if you need any forum space just let me know. And adjusted your rank to reflect that your the dev πŸ™‚


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de5me7
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im really pumped for this game

for along time ive felt that games could go so much further beyond shooting in 3d environments.

the earth textures and music are A+++


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Duckocide
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Darkone wrote:
Hi Duckocide and welcome to SSC

You have a nice concept you are working on for Copernicus One. In this latest video I really like the pcb puzzle and hope there is more tech type puzzles in the game which make sense since you are in space πŸ˜‰ But that music does fit the mood and kinda got a kick out of that ping sound that was on the 2sec count each time.

Duckocide do you plan to have different outcomes to your progress depending on how far you get in the time allotted?

Thanks for stopping in and discussing your game and if you need any forum space just let me know. And adjusted your rank to reflect that your the dev πŸ™‚

Hey, glad you liked it. Yes there will be technical puzzles. As well as pop-up items to solve, the environment utilises Newtonian physics, so there will be a few physical puzzles in there as well - More than one way to get past a door! The adventure (puzzles) are procedurally generated, so no two (new) games will share the same puzzle answers. What you can't see is the environment (just the right mix of O, N and CO). If these go out of balance, you have another puzzle to solve!... ...Or you might lose some time if you pass out... :geek:

Lot's of things tie in to the storyline on this game. The engraving on the back of the watch has a bearing on the storyline. There are two effective outcomes to the game. The message on the Laptop eludes to this (you either die or survive). My vision is that this will be the first adventure in a continuing storyline that will evolve. Copernicus crater will never be viewed the same again and well worth a successful landing! πŸ˜‰


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Duckocide
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de5me7 wrote:
im really pumped for this game

for along time ive felt that games could go so much further beyond shooting in 3d environments.

the earth textures and music are A+++

I agree. I used to love graphical adventures and some of the great stories therein. Even back in the day (8 bit), I can remember being utterly engrossed in games like "Cholo" http://en.wikipedia.org/wiki/Cholo_(video_game) and "Damacles" http://en.wikipedia.org/wiki/Damocles_(computer_game) that had lots of non shooting puzzles. I hope this game will be a salute towards them.


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farcodev
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it's a great work, keep it up ! :geek:


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Duckocide
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farcodev wrote:
it's a great work, keep it up ! :geek:

Thanks ... Will do my level best πŸ˜€


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Duckocide
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Some more progress... Tell me that doesn't feel just like your heads pounding ?!?


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DarkOne
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Nice new vid Duckocide

Couldn't really tell what caused the hypertension to happen? You picked up the fire extinguisher and was turning around to go back to the controls and it started. I can see stress bringing that on, but I did see that situation to stressful?

The smoke effect was nice and I would be interested in knowing how smoke actually reacts in weightlessness.


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farcodev
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I really like the atmosphere of your game Duckocide, and the stress test is cool


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Duckocide
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Darkone wrote:
Nice new vid Duckocide

Couldn't really tell what caused the hypertension to happen? You picked up the fire extinguisher and was turning around to go back to the controls and it started. I can see stress bringing that on, but I did see that situation to stressful?

The smoke effect was nice and I would be interested in knowing how smoke actually reacts in weightlessness.

I pressed the "Y" button to cause the stress. πŸ˜‰ ... It was just a test to see it working. Ultimately, it will tie in to the environment and your progress. There isn't too much physical simulation for the smoke. It is (right now) very simple and merely floats evenly out from the fire. I've made the smoke slightly irregular with some rotation to achieve the effect. Ideally, some sort of particle/fluid dynamic formulas would be more accurate. I'm keen to keep the thing playable (performance etc).


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DarkOne
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Duckocide wrote:
I pressed the "Y" button to cause the stress. ... It was just a test to see it working. Ultimately, it will tie in to the environment and your progress.

Ah that's what I figured. Just analyzing the hypertension moment you can see the objects (crates) start to move around erratically, is this to show a loss of concentration/focus or environmental effects against the player to cause the tension in the first place? Overall I think the heartbeat and tension aspect is a very nice addition to give you a bit more added urgency to the mission at hand. Could these spells happen during your mini-games like the circuit board?

Duckocide wrote:
There isn't too much physical simulation for the smoke. It is (right now) very simple and merely floats evenly out from the fire. I've made the smoke slightly irregular with some rotation to achieve the effect. Ideally, some sort of particle/fluid dynamic formulas would be more accurate. I'm keen to keep the thing playable (performance etc).

Oh most definitely keep the performance up, was just wondering how smoke reacts in a weightless environment. πŸ™‚

Question on the overall game play Duckocide, will the player have multiple ways to solve problems depending on the situation? For instance in the video the circuit board was smoking and for you to work on it you had to but the fire out. Now depending on what this board will activate when fixed will the player have the option to not fixing it at all to get past this room or obstacle?


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Duckocide
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The reason why you see the objects shake is a due to a function aptly named "ShakeTheRoom()" (It simulates extreme vibration in the environment). Once again, a test.

Darkone wrote:

Question on the overall game play Duckocide, will the player have multiple ways to solve problems depending on the situation? For instance in the video the circuit board was smoking and for you to work on it you had to but the fire out. Now depending on what this board will activate when fixed will the player have the option to not fixing it at all to get past this room or obstacle?

I hope to have a few ways of solving the problems. There are many ways to put out a fire. An extinguisher, lack of oxygen, lack of fuel, etc. I will try and offer a few ways to solve things. However the player achieves it, they need to get to the Bridge as per the instructions on the laptop.

Worth mentioning that these videos are all "debug" style videos where I'm showing progress on a lot of effects and sub-games. This is the first properly interactive location of the game. I've kept all demo's local to this location to avoid giving too much away. This means you see a lot of the types of puzzle (even though they may not end up in the first location.

Incidentally, I'm just about there on the fire extinguisher effect (the most obvious way to put out a fire!). It does use proper physics with partical dynamics (...Suprised myself on how effective it looks). Looks great, but (of course) an extinguisher only has a certain amount of suppressant... πŸ˜‰

The ship (you start in the Crew Quarters)...

[attachment=489:CopernicusOneSchematic_diffuse.png]


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Geraldine
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I wonder if you could have a race around the hanger bay using fire extinguishers? πŸ˜‰

Great work there Duckocide, zero G should be used more in games. Joined with sound physics and the possibility for big fun is a real possibility! πŸ™‚


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Duckocide
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Geraldine wrote:
I wonder if you could have a race around the hanger bay using fire extinguishers? πŸ˜‰

Brainiac sports... πŸ˜† Interestingly, the physics will allow it. That said, I have dampened the recoil (impulse) force when you use the extinguisher. Found it a bit unplayable otherwise. Still, you never know, perhaps a fire extinguisher is just what you need if you find yourself floating out of the hanger bay untethered... That's what I love about environment based adventure games ... Sooo many possibilities πŸ™‚


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Duckocide
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Copernicus Base

[attachment=499:copernicus_f2.jpg]

(May be NASA did send Apollo 20 after all? 😯 )


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DarkOne
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Any plans to add let a player go on the outside of the ship to maybe access another part of the ship that was closed off or to repair something vital to the ship? With the recent updates to the planet it would be nice to see it all from the loneliness of space πŸ™‚

Duckocide will you have a inventory system in the game like in some point-click adventure games? That you can use to work your way through obstacles or puzzles.


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