Chronicle: An episodic anthology

UPDATE 18/05/2016: Added and update to the Stealth system and some new screenshots.

Chronicle is an anthology series crossing time and genre focussing on what it means to be human in a given time and place. Looking at complex matters of morality, politics and survival across time and worlds. Each game picks a context and new game mechanics to convey a sense of place, allowing the player to explore their environment.

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Chronicle: No one’s Land

Six months ago two old friends said farewell to each other. Angelo, a keen student, was traveling far away to the port of Misioni to continue his studies. Maya, a fearless adventurer, was moving on as she always did. But, on that day the two vowed to meet again on the first day of spring in the coming year. Spring is still several months away, but never one to remain still, Maya has begun her journey to Misioni eager to explore the land and it’s mysteries.

However, unknown to either of them, political tensions are on the brink. Misioni is the only sea port of king Tyreal’s land and filled with natural resources, and king Radavauld has set his sights on. As tensions rise Maya must face the reality of political turmoil which threatens the people of Misioni because of the land which they call home and she must confront her own inner daemons which keep her moving from place to place.

No one’s land is a stealth investigation adventure which abides by the maxim easy to learn, hard to master. As Maya you will be able to navigate the land using her orienteering skills and engage in social intrigue. As matters get more dire Maya can employ her athletic abilities to remain undetected and infiltrate hostile territory.

CHAPTER ONE**
Chapter one is set across three days on the outskirts to Misioni and follows Maya as she becomes involved with the people of the island and their problems. There are three main quests:

A villager has gone missing, a most unusual event, and they must be found. To find them Maya must become steeped in the social relations of the village and discover and possible motivations for the villagers disappearance.

An angry wizard who maintained the lighthouses on the outskirts has stormed off from the city and left the lighthouses to go out, they need relighting to prevent ships from being dashed upon the rocks. To do so Maya will have to journey deep into the mages laboratories facing space bending puzzles and sentry golems.

A group of delegates from the main land has arrived and is making waves. If Maya can uncover the truth of their visit maybe she can put an end to the civil unrest.

Parkour System
Maya has always loved to run free across the world and over her life she has become an accomplished athlete who’s athletic skills are matched by few. Over the course of the game Maya will have many opportunities to use her acrobatics and Parkour abilities to aid her in her quest.

.Flexible climbing and acrobatics system
.Parkour puzzles and races

Stealth System ** UPDATED 18/05/2016 **
No one’s land’s stealth system aims to add a new level of characterisation to the stealth genre by making the personality and affiliations of guards affect their desire and ability to pursue you. Guards will weight up if they think their life is worth their job and guards will react to close friends being attacked in a way that they would not to people they don’t know.

Look here for the prototype stealth build

Landmass **UPDATED 18/05/2016 **
In chapter one Maya will visit the outskirts of the Island of Misioni, a place of are beauty and material wealth. During her stay on the outskirts she will stay at two villages with strikingly different cultures and explore the hidden places inaccessible by sea to all except the brave.

The folowing two are of the same location but represent different stages in the development of that section:

[FONT=Times New Roman]Chronicle: Crisis of mind
Amidst a global electronic disaster one man is trapped underground and surrounded by corrupt AI in a state of constant flux. With no way to validate the words of the AI you will have to decide whether you trust it or not and deal with the consequences in your attempt to survive the horror. Should you survive , how will your experience change you and what you believe is real.

More coming soon…

The description is enticing though the video was too dark on either of my monitors to see much (I couldn’t make them bright enough). From what I can see though, it’s promising. Looking forward to seeing updates :slight_smile:

looks fun!

I uploaded the new video and the screenshot. I’ll be uploading the movement system video next so if you would all like to tell me what you like from other movement systems in games that would be much appreciated :slight_smile:

Turns out I decided to upload the introduction to the world video next. XD hopefully when the later gameplay videos get uploaded there will be more to say here. If anyone has any suggestions or would like to get involved please don’t hesitate to say!

Theres much to be critizied, as the realy bad detail and graphics overall.

But id like to let know you: That gameplay video was realy good. You show a lot of content potencial.
You are on the right track!

Thanks Filly, I have been working hard on the gameplay first and foremost as I think that it is important to be able to play a game as early as possible, as such the setting is really in the very very early stages.

Hey all I updated the main post with some more screenshots and a new video. They’ll be another update in the next couple of weeks which explores the new landmass I have created.

Got some WIP screenshots here, still working on balancing the fill lighting in these environments but I think I have the right general look.

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This looks promising. I’m gonna have to watch this project closely. Nice work!

It’s great to see the progress you are making. I’m looking forward to the next update :slight_smile:

I’ve been working hard to get a short demo ready to show at the Develop Conference in Brighton in July. If anyone is down there I will be giving a talk on the 14th titled ‘My first year in game design: or how I learned to stop worrying and love the bugs’. This shots show some the first village environment.