Oneirophrenia

● ARCHIVED · READ-ONLY
Started by Quigon 20 posts View original ↗
  1. onlogoblack.png

     ​
     ​
    onstory.png
     ​

    Dorian Faulkner, a father and husband, suffers from increasingly abstract and frightening dreams whilst traversing the empty, ghost town of Fleetswood. Driven by reclaiming fragmented memories and the sole purpose of finding his son Oscar, the horrors and danger that he will encounter are unlike nothing he has ever experienced before. In a careful balancing act of maintaining his own sanity and delving deeper into his psyche, all that stands between him and his goal is an omnipotent research group named ELIZA, a small but troubled group of former citizens, harrowing visions and nightmares, and a hunt for solace in a slice of America's best cherry pie.

    Oneirophrenia is a Lynchian-esque survival horror game, inspired by the aforementioned director's works such as Twin Peaks and Eraserhead, though also taking inspiration from titles like Silent HillDon't Starve and The X-Files. Survival and traversing a bleak, dark and unforgiving locale are key to the gameplay, with a firm focus on scavenging, outwitting your surroundings and finding safety wherever possible, whilst moving forward with a changing story based on your actions and gameplay choices. 

    oncharacters.png
     ​
     ​
     ​
    characters.png


    [from left to right]

    - Dorian

    Sifting through layers of waking amnesia and processing his troubling memories, Dorian's only task is all that he can remember. Find his son, in Fleetswood. A man with many vices, though his greatest being alcohol, he has trouble trusting anyone and anything - and the eerily familiar Fleetswood seems all too easy for him to traverse.

    - Henry

    An ex-cop and a large figure of authority in what's left of Fleetswood, Henry lives in a motel and drives his decommissioned police car around town, believing himself to be above the law and the go-to problem solver of his people. Brash and charming though quick to anger - he's dangerous, but makes for a good ally in troubling times. 

    - Victor

    The pastor of the local church and an advocate of peace. Though preaching widespread love and harmony, the doors to his church have been locked for some time. Rumours began to circulate regarding his mental and physical well-being, though as the people left Fleetswood, the further he secluded himself.

    - The Surgeon

    An enigmatic doctor, whose origins and motives are unknown. She seems to appear from nowhere, and instigate bizarre and curious events. She shares no common knowledge of the other citizens, but has a great deal of information regarding Dorian and his past.

    - Dahlia

    A botanist, though a fierce advocate for justice. Dahlia's sister was found dead in a series of killings leading to the desertion of Fleetswood. With no real leads in the case, Dahlia stayed behind to loot the empty homes and scour the police records for any details of her sister's death. 

    onscreenshots.png
     ​
    [please note that art is still in progress, and as such these screenshots are either subject to change or simply their raw representation sans editing for use in RMVXA.​
    also they might be big as the resolution is quite large.]​
     ​

    Spoiler
    oilpumptest.pnggravemarkerstest.pnghousetest2.png
     
    onfeatures.png
     ​
     ​
    - A game very much centred around survival. Dorian will require food and drink and proper sleeping cycles if he is to be in his best condition. Rather than this being a tacked on gimmick, I want this to be an important aspect of the game in which everything else revolves around. If your hunger rises you may feel weaker, which may affect your pushing strength in various puzzles - and similarly if you're tired, the way you react to certain events may be altered. To this end, crafting your own meals and scavenging for food will become a vital aspect of your exploration.

    - Exploration will also be a major gameplay focus. Nourishment will be sparse and human contact will be sparse. Exploration will be adequately rewarded.

    - Multiple endings and open-ended gameplay. Though the actual main story will remain somewhat linear, the choices you make in game with other characters and how you act towards them and yourself will determine a lot in how the story plays out, including several endings and branching storylines. You don't like how Henry talks to you? You're welcome to kill him, should the opportunity arise.

    - An intense, atmospheric setting. The setting is probably the most important thing to me in this game and I want to make sure I nail it completely. I want to capture that feeling of solitude. Fleetswood is a fictional town in Kansas, and if you live in Kansas/have driven through Kansas, that place is flaaaaaaaaaaaaaat. I want that feeling of looking off into a foggy horizon, completely unsure of what lies within the mist to be prevalent even with a more pixel-art and retro looking aesthetic. The atmosphere, and the story/gameplay intertwining with that is the most important thing to me.

    - Not a feature per se, but Oneirophrenia will have fully custom artwork and soundtrack:




    ondemo.png
     ​
     ​
    Depending on how everything goes, I'm aiming for a demo release hopefully by the beginning of next year, so we'll say late January-early February. There's still a fair bit to do on the resource end of things, including the art and music, but it's in the works as we speak. Things are happening, and it's not going back into dev hell any time soon! Basically what I've done is completely uproot everything and started from scratch with a fresh vision. I know it sucks for you guys who've been waiting for a while on a demo, but I am sorry and I'm truly thankful you've stuck with this project for so long. I hope it'll pay off when the demo is finished!

     ​

    oncredits.png
     ​
    - Tilesets and sprites by the excellent Zoë Patrick, though earlier iterations of the characters were crafted by the very talented VexedEnigma.

    - Facial art you see on this thread was put together by the awesome Ronove.

    - I'm not using any scripts in the current build just yet other than the High Res DLL, but I'll update as I go.
  2. The story sounds interesting and the screenshots look awesome! Definitely looking forward to play a demo :D
  3. slimmmeiske2 said:
    The story sounds interesting and the screenshots look awesome! Definitely looking forward to play a demo :D
    ^ This. xD I also really like the lighting, and water..simply amazing~
  4. Holy guacamole.. The story really peaked my interests but what made my interests peak the most was the screenshots, the mapping is amazing with a dark creepy atmosphere surrounding them which really backs the whole plague aspect. I really look forward to playing the demo when it comes out.
  5. quigon said:
    - A primary focus on delivering the ideas behind the setting, with music used sparingly and sound effects creating an eerie and tense environment.
    Since you're far enough in development to almost have a demo ready, it might be helpful to release a short video first to demonstrate. This is really the kind of thing that is amazing when done well, but can't really be judged without seeing how you do it in-game. Wouldn't really even have to be an edited trailer, just a short gameplay video,



    . I think it would be a huge help towards getting people more excited for your game (so they can tell what your game is supposed to "feel" like).
  6. The screenshots look really good. One or two of the plot details remind me a lot of Silent Hill 2, but that's a good game so nothing wrong with that. The two characters Dorian and Henry, have we an Oscar Wilde fan in our midst? If so also cool, if not a funny coincidence. The mapping looks really, really good and it seems like an interesting game. Definitely going to be trying the demo for this one.
  7. Kaelan said:
    Since you're far enough in development to almost have a demo ready, it might be helpful to release a short video first to demonstrate. This is really the kind of thing that is amazing when done well, but can't really be judged without seeing how you do it in-game. Wouldn't really even have to be an edited trailer, just a short gameplay video,



    . I think it would be a huge help towards getting people more excited for your game (so they can tell what your game is supposed to "feel" like).
    This is a pretty good idea actually. I've almost finished mapping the Panopticon, so I may just throw in a quick gameplay video of the place. Cheers for the advice brah!

    Virgil said:
    The screenshots look really good. One or two of the plot details remind me a lot of Silent Hill 2, but that's a good game so nothing wrong with that. The two characters Dorian and Henry, have we an Oscar Wilde fan in our midst? If so also cool, if not a funny coincidence. The mapping looks really, really good and it seems like an interesting game. Definitely going to be trying the demo for this one.
    Aha! I'm glad someone picked up on the Wilde references (fyi, there's also Victor, and two other characters named Gwendolyn & Cecily - yes, I am indeed a fan, haha). I can see the Silent Hill 2 vibe, to be honest this game is a product of a large mishmash of inspiration - Silent Hill & BioShock being two main ones. Thanks for the interest dude.
  8. Wow, that was amazing! I loved the art direction and was genuinely creeped out by the atmosphere. I also really dug the scary musical note when the cage fell. I'll definitely be keeping my eye out for this. :)
  9. Holy moly, this looks super fantastic. :D I love that short video, super creepy, keeping my eye on this!
  10. THANK YOU GUYS. I've been keeping this under wraps for a while so I'm glad to have an enthusiastic response.

    And thanks for the definition bassfire :p
  11. quigon said:
    And thanks for the definition bassfire :p
    Well when I have any sort of project (like my failed clothing line) that I base off of a word, I find it best to have the word's definition handy.

    Example is, my clothing line was called Dysania. What's that??

    (very rare) The state of finding it hard to get out of bed in the morning.
    -Wiktionary (http://en.wiktionary.org/wiki/dysania)

    It just makes the reader/person-not-from-your-mind understand a bit more. :)
  12. This is true :) I tried to make a subtitle but it was a little much with the minimal looking font, so props to you bro.

    Sidenote, dev's been on the low today due to going to see Muse which was fantastico by the way. I'm doing some databasing stuff right now, and I'm debating on whether or not to drop crafting or not. The pros - it kinda emphasises the survival aspect of the game. The cons - it'll take longer -.-

    SO I WILL PUT THE QUESTION TO YOU GUYS.
  13. Don't drop crafting. Keep up with it and make it. It doesn't matter if it takes hours (per day) to make! You must do it.

    Besides, it's a really important aspect of survival. If you'd like, I could help you with making it (if it's events.) Just PM me and we'll talk. :)
  14. You should keep crafting, even though it'll take longer, if it influences the survival aspect you must keep it! Since it just sounds awesome.

    By the way, that video was awesome, I am seriously looking forward to the first demo.
  15. This really seems great. As someone else mentioned, I also got a very Silent Hill 2-ish vibe from the synopsis. That's awesome, considering SH2 is my favorite in the series. And I'm sure you don't need me to tell you how excellent the mapping is. You set up the atmosphere of a desolate environment perfectly.

    I'm genuinely looking forward to your demo!
  16. this is pretty interesting. good work, man.
  17. Yeah, I've decided to go with my gut and just keep the crafting in. Lots of food and components to make from things you find sounds good :)

    What I REALLY WANT is a decent inventory management script, like modern algebra's one for VX (I LOVE GRID SCRIPTS AHSIDGUH) but a lot of them aren't compatible with Khas' ABS that I'm using, which is a shame. I may have to event something to that matter, but we shall see. I'll go ahead and make the items first, aha.
  18. Wasn't this originally that Dark Souls-type game you were planning on making in the Summer? I've always wondered what happened to that.

    I love the concept for the game and the teaser video really does showcase quite a bit of atmosphere. Looking forward to the upcoming demo.