Splintered Core CRPG - Updated 6/10/10

soggie

First time out of the vault
Blog posts:


Handling the passage of time in Splintered Core
Splintered Core Lore - the Deadlanders
Splintered Core Melee Combat, Grappling and the rest
Visual mockups
Visuals are not cheap?
Splintered Core Melee Combat, Striking
Splintered Core Ranged Combat
Avernum Turn-off, Lessons Learnt

Basic Premise

The game(s) is set in a "post-modern, post-apocalyptic world where every human is a mutant of some sorts" world. It revolves around the question "what does it mean to be a human" to the extreme, with each mutant species convinced that they are the logical next step for the human species, while viewing the rest as nothing more than failed evolutionary variants.

The game's aesthetics resemble an apocalyptic parody of modern day life, with a slight touch of advanced technologies like hydroplasma cells, rail guns, powered exoskeleton suits and advanced all-terrain personal hovercrafts.

And it is in this world that the player creates their own story - of their journeys in the desolate and deadly Wildlands where every next step could very well be their last.

Cause of Apocalypse

The world woke up one day in the near future (2013 to be certain) and realized that all the world's leaders have boarded into 7 massive Eden ships and fled into space, leaving the world behind to total anarchy. For the first week there were riots and skirmishes all over the globe as people scrambled to fill in the leadership void; but just when things were starting to sort itself out a deadly epidemic broke out all over the globe, wiping out tens of millions every day. In mere months the entire world's population had been reduced to mere millions, who no longer had any food left as the virus affected all living beings.

The general consensus amongst the survivors of the First Deadly Epidemic was that those who left in the Eden ships foresaw the apocalypse event, and rather than fighting it they fled instead. The exodus would come to be known as the Great Desertion in history, and turned into the source of universal hatred and blame amongst the survivors of the epidemic.

South East Asia Survives

Miraculously, survivors of the epidemic found out that South East Asia were largely untouched by the epidemic, as well as isolated islands in the Pacific and Atlantic oceans. Knowing that their survival now hinged on the small little third world continent, survivors from all over the world packed up their gears and made the long journey to the last sanctuary on the planet.

For a while the South East Asians welcomed these people with open arms: a testimony of humanity and compassion long thought forgotten in the cynical and apathetic first world.

However, as more congregated in the continent, resources began to dwindle and soon a deadly tension between the natives and the foreigners threaten to spiral chaotically out of control.

The Outsider Wars

Nobody remembered how it happened, but the uncomfortable tolerance between the natives and the foreigners finally broke in the year 2014, one year after they voluntarily offered their homes and food to these immigrants.

Quarrels quickly escalated into skirmishes, and subsequently into total war. Thousands laid dead every day from raids and ambushes, and rival villages and towns sent war bands against each other for all sorts of reasons, of which many of them were trivial in retrospect.

Though the exact cause for the Outsider Wars would probably be lost in the annals of oral history, one thing remained for certain: the war became the herald of the dark age and the dawn of mutantkind when one of the skirmishes accidentally destroyed an experimental research facility, which released gallons of mutagens into the atmosphere.

The Dark Age

The airborne mutagen were not detected until years later when its effects began to manifest. Babies were born with severe defects and adults began suffering from strange and incurable diseases. More people died of cancer than bullets, and soon scientists came to the harrowing conclusion that South East Asia was no longer safe anymore.

Protective gear were quickly issued to all those who could afford it, and for the unfortunate they either stole or murdered for it. Travel became tedious and dangerous, resulting in communities being isolated from one another as time went by.

Not every community were fortunate enough to receive these protective measures however, and were forced to weather the mutations. Tens of thousands of deaths through cancer and diseases soon paved the way to a new generation of mutant variants.

The Mutant Dawn

While many humans were killed by malicious mutations, small numbers of them benefited from it instead, providing them with new means to survive the desolate lands. Soon, their fortune spilled over to their descendants, and from their bloodline came a new generation of humans who bore little to no resemblance to pre-desertion humans, but retained similar culture, mannerism, tradition and lifestyles.

Communities blessed with protective gear believe themselves as the last remaining "pure" humans, and zealously enforce this fact by exiling/executing any community members who display but the slightest sign of mutation. This xenophobic zeal soon redirected its attention outwards, and a genocidal scheme soon brought these communities together in unity. They formed the Confederacy of Pure Humans, locked and loaded their firearms, and launched the Great Purge.

The mutants were caught by surprise as armies of biohazard suited clad militias tore into their peaceful villages and slaughtered every men, women and children. At first the mutants fled from the "Pure Men", but soon they began to fight back. The mutants rallied under the inspirations of a visionary mutant by the name of Criss, who then formed the Crissen Order whose membership was open to any mutant who were ready to shed blood for the better of mutantkind.

The war between the Confederacy and the Order ground down to a stalemate in the fields of Blacksand before a massive pre-desertion metropolis ruins, dying the earth red with the blood of the fallen. It was there upon the stained grounds that both sides began questioning of the reason for warfare. For the first time in centuries of bloodshed, they finally pondered about peace.

The Combine

The Confederacy and the Crissen Order finally merged after a long truce, uniting into a new entity called the Combine that promised a fair future where mutants and pure humans could live alongside each other in peace.

Because many were unprepared to discard their prejudices and vendettas for fallen comrades and family, the early days of the Combine were stricken by many difficulties; many of which led to brawls, murders and discriminations. Legislation of a constitution that advocated the superiority of the Pure Men (who happened to be the majority race in the Combine) led to even more dissatisfactions, and soon a scheme was hatched to wrestle the society under control.

From the vaults of pre-desertion technologies the high council of the Combine approved the release of the same virus that wiped out all civilizations after the desertion. The virus was deployed in the guise of a research facility accident, which many found to be questionable given the high council's lackluster efforts at containing the spread. Citizens of the Combine were then forced to wear the same biohazard suits that were once associated with the very identities of the Pure Men in order to survive the Second Deadly Epidemic.

Rebellion and Splintered Core

Many vehemently protested the new measures of donning the biohazard suits, as they deem such actions as discriminatory and a subjugation of their mutant identities. Instead of biohazard suits, the protesters suggested that the Combine redirected all its resources towards a two pronged strategy: (1) connect all existing airtight residential vaults called biodomes with a network of tunnels; and (2) accelerate the development of a vaccine that was supposed to have been completed years ago. The first measure was agreed by many (even amongst the Pure Men) as the most viable strategy, which made the rejection from the high council raise even more questions and conspiracy theories. Despite the rare joint protests of all mutant groups (including many Pure Men as well), the high council instead sent riot control police to suppress their dissenting voices, resulting in unnecessary bloodshed over the course of two weeks.

This dissatisfaction quickly led to the formation of two splinter groups; with one preferring to leave the Combine in peace and the other choosing a more violent route.

Those who left the Combine traveled north and eventually settled down in Oasis. They eventually merged with the Lorekeepers whose sole objective in life is to rediscover pre-desertion knowledge, forming a semi-religious order known as the Awakened Order.

Those who chose to resist the Combine's new law with violent means escaped into the underground tunnels beneath the Combine cities and called this new home the Gloomy Tunnels, from where they plotted rebellions against the government. In honor of the first mutant who was executed for refusing to put on the biohazard suit, they called themselves the Saberions after her maiden name Sabari.

It is during this time that the protagonist is born, in a quiet little village in Oasis called Moonstone.

More Info On Mutant Species Here

Attached an image of a rebel soldier and a Combine soldier here, both unmasked.

Combine soldier.

GW450H613.jpg


A soldier in the rebel forces.

GW450H571.jpg
 
Summer has come, seems a bunch of people start to get time on their hands !

As someone observing a bunch of *amateur* game/mods developement projects and having my own, I'd say :
The scene is ridden with too much thinkers who have great ideas but don't know how to get them done, and not enough doers. The truth is, all the potential doers won't work for someone else ideas, or at least not consistently. Especially if the project consist only of ideas.

So my advice would be : learn to do some of the heavy work by yourself, so you can be the motor of your project instead of just being the brain, and then maybe you'll gather other interested doers.

I'm saying this without any idea of your technical knowledge, but since your article doesn't mention anything about the technicalities, I guess that's where you're at right now.
 
Very ambitious. You do have other people to help you make it though, right?

From what you've listed the idea sounds pretty good, I would be interested in playing said game.
 
Arr0nax said:
Summer has come, seems a bunch of people start to get time on their hands !

As someone observing a bunch of *amateur* game/mods developement projects and having my own, I'd say :
The scene is ridden with too much thinkers who have great ideas but don't know how to get them done, and not enough doers. The truth is, all the potential doers won't work for someone else ideas, or at least not consistently. Especially if the project consist only of ideas.

So my advice would be : learn to do some of the heavy work by yourself, so you can be the motor of your project instead of just being the brain, and then maybe you'll gather other interested doers.

I'm saying this without any idea of your technical knowledge, but since your article doesn't mention anything about the technicalities, I guess that's where you're at right now.

I wrote a 3d real-time per-pixel lighting and stencil shadows graphics engine as my final year project, used that to secure a job building visualization models for the fire station, and then went on to stay in that company working on various projects like a digital security camera management system, an SaaS human resource and performance manager (SuccessFactors), and dabbled in building a user interface for an advanced encryption technique that almost got into the USA Army's board of approval before running out of funds. I have 6 years of work experience coding in C++, Java, PHP, and even Flash Actionscript which I pretty much cloned Google Finance's graph widget. Nowadays I just focus on PHP for web development and am trying to relearn C++ again. I guess I'm too comfortable with managed code and typeless variables that it'll take time for me to readjust my mindset.

I currently run my own web development company and is very close to gathering enough capital to hire my first staff, which would free up much of my time to go out and actually develop the business itself instead of getting stuck in programming for the rest of my life.

Game coding wise, I did founded a team and attempted at a starfighter mod for Quake, and then when it failed, I switched to briefly fiddle around with Quake 2's mod scene before college kidnapped me.

I am comfortable with my programming skill. To be certain, I'm going for a 2.5D engine, with 2D-based per-pixel lighting with normal maps and real time shadow maps, with 3d modelled characters. Haven't gotten around to actually building it yet, but I've been doing a lot of reading on how it actually works, so that I know what to say when I talk to my contracted artist.
 
Reconite said:
Very ambitious. You do have other people to help you make it though, right?

From what you've listed the idea sounds pretty good, I would be interested in playing said game.

Coding wise I'm alone. I have a writer to edit my writing now and then (he's in university now), and have a concept artist who's too busy to talk to me for now. Other than that, if I manage to build my own business up the way I hope for, I'd have extra funds to pay for a contracted artist (who currently quoted me 20K USD for all art assets in my first game), but until I do, I'll have to do it step-by-step, and that means gathering enough funds by working on my own business, blowing them all on the contracted artist, and then repeat that cycle again until I get to release my first tech demo.
 
Arr0nax said:
The scene is ridden with too much thinkers who have great ideas but don't know how to get them done, and not enough doers. The truth is, all the potential doers won't work for someone else ideas, or at least not consistently. Especially if the project consist only of ideas.
This.

You're still at the pipedream stage. It might be a little too soon for us to applaud you.

Setting seems like a nice mishmash of game influences and there's some nice attention to detail in what you write, but games are so visual, you might as well be saying nothing. Get an artist to translate your thoughts into pictures. That's the stuff to brag about at this stage. We can all come up with brilliant game ideas and write them down, you know? In 99.99% of the cases the journey tends to end there as well. Just saying.
 
alec said:
Arr0nax said:
The scene is ridden with too much thinkers who have great ideas but don't know how to get them done, and not enough doers. The truth is, all the potential doers won't work for someone else ideas, or at least not consistently. Especially if the project consist only of ideas.
This.

You're still at the pipedream stage. It might be a little too soon for us to applaud you.

Setting seems like a nice mishmash of game influences and there's some nice attention to detail in what you write, but games are so visual, you might as well be saying nothing. Get an artist to translate your thoughts into pictures. That's the stuff to brag about at this stage. We can all come up with brilliant game ideas and write them down, you know? In 99.99% of the cases the journey tends to end there as well. Just saying.

I guess I must have phrased my question in a wrong way.

I wanted to ask what do you guys think of my setting. Well, it's still in pre-production stage, and all I have are a couple of concept shots. I'll add it here and see if it'll convince you guys to give me some criticism regarding the general setting of the game or not.

(The reason why I'm doing this is because I am about to lock down the concept and send over the design document to my contracted artist to quote for a price. I want to see if any last minute changes to the settings are necessary. Art assets are expensive and I want to do things right the first time)

Here's a lone soldier overlooking Gauntlet, the fabled city where mutants and humans live in "harmony".

GW356H495.jpg


Here's a shot of the design for a walking mech-like super unit who form the elite guard of the Combine. They're called Vicerons.

GW450H415.jpg


This is the revised version:

GW500H422.jpg


A typical Combine soldier

GW450H613.jpg


A soldier in the rebel forces.

GW450H571.jpg


Merchant

merchant.jpg
 
soggie said:

Nice sketch…and this is what I think of when I think of post apocalyptic, not so much the high tech stuff, but the smelly earth stuff.
 
.Pixote. said:
soggie said:

Nice sketch…and this is what I think of when I think of post apocalyptic, not so much the high tech stuff, but the smelly earth stuff.

So do you think my setting make sense? Sorry for asking you to read that huge wall of text.
 
So, yeah, I'll write for your project.

But you have to pay me, so that will not happen.
 
dont take it personal, everyone here want to help, the problem is that most already helped few projects that ended no where.

so i would count on much before you can show some skeleton...
 
The concept drawings are pretty good, IMO. And yes, as I said before: your setting seems interesting enough. It's clearly influenced by other games, but so what? Just go ahead with it and do your thing.
 
Quick update:

upload-sept-01.png


^ shows a mockup of the actual game perspective. The wall arches and broken walls are among the available map objects in the first commissioned art pack.

upload-sept-02.png


^ high-resolution render of the player character which is used for normal mapping in the low poly game model. This is WIP for now.

upload-sept-03.png


^ an enemy character. This is an old model. The poles in the back are to be removed in the final model.

teaser01.png


^ a teaser of the first completed environment concept art. I will release the complete image by the end of September, along with screenshot mockups after the completion of our first milestone.
 
It all looks very nice and reads OK too...

From a storytelling point of view, I'd prefer to start in a more dramatic location than the 'quiet little village' you mention. Surrounded by peaceful rejects and Lorekeepers? Yawn.

Just saying - if I was making a game, I'd have the player start in a mad prejudiced setting and make him/her work to learn the lore and who the good/bad people are.

Hope you're planning some powerful plot twists! It would be a shame to create a whole new world just to populate it with game/movie stereotypes...
 
SkuLL said:
It all looks very nice and reads OK too...

From a storytelling point of view, I'd prefer to start in a more dramatic location than the 'quiet little village' you mention. Surrounded by peaceful rejects and Lorekeepers? Yawn.

Just saying - if I was making a game, I'd have the player start in a mad prejudiced setting and make him/her work to learn the lore and who the good/bad people are.

Hope you're planning some powerful plot twists! It would be a shame to create a whole new world just to populate it with game/movie stereotypes...

Actually no, you start off as an unsold slave who's thrust into an arena to fight for your life.

The "quiet little village" is a flashback, which serves as a tutorial which is completely skippable. At the end of the tutorial/flashback, you'll learn that the village was razed, and you are captured and sold off as a slave. Fast forward 8 years later, and you're staring down a portcullis leading towards the underground arena which would pit you against a death sentence prisoner on the other end.
 
soggie said:
Actually no, you start off as an unsold slave who's thrust into an arena to fight for your life.

The "quiet little village" is a flashback, which serves as a tutorial which is completely skippable.
Good to hear. I was a bit worried that it would all start in that 'peaceful village', where the local 'priest' would tell you all the 'history', point out what holy relic you need to take from the 'bad guys' and send you on your way... :roll:

Keep up the good work, and keep the visuals coming.
 
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