“Daddy, please help us…”

I have updated the ABOUT page, with some different information about the direction of the story that STASIS is taking. For those who dont want to link around, here is the update:

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“Daddy, please help us…”

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Disoriented, drowsy, and in pain, John Maracheck opens his eyes. Nothing greets him, but the static of a nearby monitor, and a cold steel floor. Thick green liquid covers the floor and his body, leading to a nearby, steaming stasis-pod. He slowly gets to his feet, trying to take in his surroundings. Where is his wife? His daughter? What the hell is going on….?

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What is STASIS?

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Stasis is an adventure game, that puts you in control of John Maracheck. a man searching for his family, in a seemingly abandoned research facility. Going back to classic adventure game mechanics, you have to solve puzzles, and use objects around you to progress, and to find Marachecks family.

Graphically, Stasis is fairly unique in the adventure game genre, opting for highly detailed isometric graphics, as opposed to the more classic ‘side on’ views of other adventure games. Richly detailed rooms and fluid animations create an immersive environment for the player to explore, with danger lurking in every shadow.

The stasis-plug suit gives you direct access to an Emergency Medical Kit. A piece of equipment that has the ability to break down any object of a certain weight and size into its base elements, and store it for future use. While normally it is used to store small medical supplies, Maracheck uses it as an easy way to keep and transport found objects. Objects can be stored, accessed, combined, and brought back into the ‘real’ world at any moment.

At its core, Stasis is a story about an ordinary man, in an extraordinary situation.

Trapped in a place where humanities horrors come out to play, how far would you go to protect your family?

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Welcome to The Groomlake. We know you will enjoy your stay.

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I spoke in an earlier post about a few changes. These have come about after taking a hard look at the game, and really taking out the pieces that I didn’t feel were moving the story forward. The setting is still the same, by the story is now focused on  one mans hunt for his family inside this truly horrific place. This is a new direction I have been taking the game for a while, and I have to say that I think it is going to be a very emotional, tiring, and surprising journey for the player!

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The core mechanics haven’t changed at all with the new story, with the exception of juggling around some technical jargon. The Hyper Storage Device has become an Emergency Medical Kit, but it operates in the exact same way.  The salvage suit has become a Stasis-Plug-Suit, which will give the player feedback not only on the environment, but also on the characters own physical well-being.

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Most of the environments from the previous story stay exactly the same, except now the purpose for the player being in them has changed. I have to admit, its quite interesting how a small change in the ‘purpose’ of a scene can so drastically change how the scene feels. Fear not tho-this change of direction hasn’t messed up my time lines! The game is still very much on course, except I truely believe that it will be a far superior product! The advantage of indie development, and also solo development, is that I can alter things that aren’t working. Infact, I have actually been working even faster on the game, as the story is quite a bit ‘tighter’ (and more exciting) than before-something that definitely helps in the development!

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Here is one of the themes I have been composing for the game. (Click to download the Mp3)

Daddy Please Help Us

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I really wish I could tell you guys the full extent of the story. What is Cayne Corporation? Is death preferable to some fates? And just what is that whispering noise coming from the walls….?

-Chris

  • Pale Black

    Wow, I would imagine that you would have to dump some previous work, or did you manage to incorporate it into the new storyline? For example, How would the Hawking fit into the new storyline?

  • http://www.stasisgame.com Chris

    The nice thing about the environments is that, because the Groomlake was first designed as a functional ship (ie, the environments are realistically designed and constructed), setting a changed story inside that environment is rather easy.

    The Hawking ‘set’ will still feature in the game, although the function of Hawking as a character has been replaced by the plug suit, which will give certain information and environmental readouts.

    I am still saving the idea of Hawking for another game…perhaps an add-on or a sequel? 😉

    So far I have only had to dump two scenes, although I kept their code, but changed what the environments looked like to better suit those areas of the story (namely the exterior EVA walk, and the Crashed Shuttle).

  • David Edwards

    Hey Man,

    Sounds like its heading in a great direction and something everyone can resonate with. On a personal note i hope it avoids any ghostly elements or “acts of god” themes, but each to their own i guess 🙂 play with the imagination but in the end try and keep it all within the realms of possible science.

    I’m thinking ‘Lost’ ending as a way not to go lol

  • http://www.stasisgame.com Chris

    Hey man. There are definitely no ghosts, purgatories, alternate dimensions, or ‘he was dead all alongs’. Its staying a hardcore Sci Fi story. The ‘science gone awry, and the horrors of mankind’ is still the heart of the environment-with the heart of the story being focused more towards something with an emotional connection (finding your family), than a physical one (making money from a salvage).