STASIS in the IGM Magazine

I was lucky enough to have a preview of STASIS in the IGM Magazine a few months ago. Here is a copy of the article. ūüėČ

A very big thanks to David Bruggink for the opportunity!

IGM – Stasis Preview DOWNLOAD ME.

http://www.indiegamemag.com

Here is the unedited interview. Some info has changed since this, but it does give some nice incite into the game.

.

What are some of the inspirations behind Stasis?

.

The discovery of the Space Jockey in the original ALIEN film served as the first seed for Stasis. The feeling of forboding…of being alone…of exploring ¬†something truely strange and alien. While that premis of petrified alien remains is very different to the story in Stasis, the ‘feel’ is defintely something that has carried through the design process. In its current form, Stasis is the bastard child of every SciFi film I’ve seen-from ALIEN, Event Horizon, to Sunshine. If it has shots of space ships in it, chances are there is a sliver of it in the design!Visually, the original FALLOUT (I and II), and the Commandoes series of games have been a massive influence on me. I’ve always adored those rich, detailed ¬†isometric game graphics, and I just coulsnt resist the opportunity to create something like that!
.
As far as genre, how would you describe Stasis as an adventure game (eg, purely sci-fi, survival horror, etc)?
.
its quite difficult to nail down as a genre. Does survival-sci-fi-drama count as a genre? The game is very much a ‘you against the world’ story. There are some ¬†truely lonely moments in the game. I always tend to go back to that feeling in ALIEN of being boxed in…being forced into these narrow dark areas. It definately ¬†has a survival feeling to it, with a story thats quite emotional aswell. Thats really what I want to get accross…not only the cool sci-fi set pieces and ¬†concepts, but a quite highly charged emotional story. Without that grounding, without feeling anything for the characters or the world, the time spent playing would be a waste.
.
It seems like the protagonist of Stasis, Captain Maracheck, is on his own in most of the screens. Will Stasis be very dialogue-driven or feature other npc’s?
.
The captain is alone for most of the game. There are some NPC’s involved, but not in the traditional NPC sence of the word. One guiding light is the comm system ¬†that is always open to your ship, Hawking. He is kind of the captains best friend, and the one that helps him out in whatever situation he can. The thing is tho, ¬†that Hawking has no emotion. He is JUST a computer, but the captain almost imbues a personality onto him-kind of in the way that people give their pets more ¬†personality than they actually have. Its been quite fun to come up with dialog between the two-because Hawking really just doesnt ‘get’ humour, and as a result, can be quite funny.
Other NPC’s that appear in the story will nudge the captain in certain directions, with some of them even forcing him into some quite horrific moral dilemmas and ¬†situations. The NPC’s wont all be tradtional ‘characters’ tho, and will come in the form of other computers, robots, and…well…Im almost saying to much here!
.
You described a bit of the plot on the AG forum. Have you finished the storyline at this point?
.
Yes, the entire storyline has been written, and many of the rooms drawn out. I find that having something down on paper makes my life so much easier when it  comes to the actual graphics, and game logic.
.
Is this your first game, or have you done others in the past?
.
Ive been involved in some indy projects in the past, and got quite far along with a space adventure game with my brother called ALIEN ME. Life  tends to get in the way, and non of them ever got completed. I learned a lot from all of them tho, and have taken those lessons into Stasis.
.
Do you plan to release Stasis commercially?
.
Honestly, right now I am more focused on finishing the game! What I may look at is a free version of the first ¬†act, with the other acts being a commercial ¬†game. It will more than likely be self published. Something I really want to look at doing is going back to the old days of adventure games, when you got ‘stuff’ with your game. A map, a pen, a magazine that was integral to passing a puzzle. I really enjoyed plotting my course in STARCON 2, and decifering the Homing Becon puzzle in Space Quest 6. having that ‘stuff’ almost demands a commercial aspect to the game. But like I said earlier, Im more focused on finishing the actual game right now.
.
You mentioned on AG that you’re a 3d artist by trade. Was it a difficult transition for you to focus on creating an adventure game?
.
Definately not. If anything, my love of game graphics, and the more fantastical elements of the art that goes with that transitioned me into my proffession. I ¬†will say that, if it wasnt for ‘easy’ game creation softwares, I would have no idea where to even start with a project like this!
.
Is anyone else working with you on Stasis?
.
Right now, Stasis is a solo effort, and it will stay that way until Im very far along into the project. I feel that it would be unfair to bring someone else in ¬†on something like this until I’m A LOT further into development. Something I will be looking for at a later date is voice actors, because I want the game to be ¬†as immersive as possible-and voice acting goes a long way in that department!
.
How far along would you say the project is at this point?
.
Im only really scratching the surface of the actual development, however having everything planned out already will speed development up exponensially. Right  now, perhaps only 5% of the game is actually completed, and thats being rather forgiving! But with the amount of planning that has gone into it, the rest of the development should move along quite quickly.
.
__________________________________________

If anyone else has a blog. or wants to ask some questions about STASIS, please¬†don’t¬†hesitate to contact me. Ill even throw in a few exclusive¬†screen shots! I must say that the Indie community is incredibly supportive of projects like this. You guys have no idea how much it means to indie developers to get this kind of support from you guys!

Thanks again!

-Chris

  • Johan “FyreWolfe”

    Gratz!

  • Mike

    Hey, well done! ūüôā