Voyage by bogdan.tana
Voyage is a game about exploring a story - the story of a crew that set out to explore the far reaches of space.
The player will experience 1st person exploration, guided by various clues.
And of course there is a snowman in it. The temptation was too high.
INSTRUCTIONS
Use 'WASD' to move, and 'E' to use objects (dials, laptops, clues)
Have a paper nearby to write down the numbers. I haven't had the time to implement
a journal mechanic :-s
CONNECTION TO THE THEME
The map will update with all the unexplored areas as the game progresses. Yes, THAT is the connection to the theme. The ENTIRE game/ship is mapped on that ONE screen.
IMPORTANT
It's still pretty buggy. Will patch it up.
There is a lot of content that's halfway done and could not make it in the game.
I will soon set up a post-compo version for the sake of it.
UPDATE
Fixed some MAJOR bugs. Game can now be actually finished.
Mouse still not centered. Will fix soon.
You may experience low framerate, due to some issues. Will look into fixing it after a bit of sleep.
UPDATE v2
Fixed Engineering Bay progression issue!
UPDATE v3
Fixed font rendering issue!
Hope you will enjoy playing it as much as I have enjoyed making it!
SPOILERS here: https://dl.dropboxusercontent.com/u/37673139/spoilers.txt
The player will experience 1st person exploration, guided by various clues.
And of course there is a snowman in it. The temptation was too high.
INSTRUCTIONS
Use 'WASD' to move, and 'E' to use objects (dials, laptops, clues)
Have a paper nearby to write down the numbers. I haven't had the time to implement
a journal mechanic :-s
CONNECTION TO THE THEME
The map will update with all the unexplored areas as the game progresses. Yes, THAT is the connection to the theme. The ENTIRE game/ship is mapped on that ONE screen.
IMPORTANT
It's still pretty buggy. Will patch it up.
There is a lot of content that's halfway done and could not make it in the game.
I will soon set up a post-compo version for the sake of it.
UPDATE
Fixed some MAJOR bugs. Game can now be actually finished.
Mouse still not centered. Will fix soon.
You may experience low framerate, due to some issues. Will look into fixing it after a bit of sleep.
UPDATE v2
Fixed Engineering Bay progression issue!
UPDATE v3
Fixed font rendering issue!
Hope you will enjoy playing it as much as I have enjoyed making it!
SPOILERS here: https://dl.dropboxusercontent.com/u/37673139/spoilers.txt
Ratings
| Coolness | 61% | 3 |
| Overall | 3.14 | 614 |
| Audio | 2.44 | 698 |
| Fun | 2.81 | 822 |
| Graphics | 3.27 | 438 |
| Humor | 2.62 | 458 |
| Innovation | 3.06 | 610 |
| Mood | 3.26 | 286 |
| Theme | 2.67 | 1139 |
The camera effect was meant to relate to panic. Without going too much into detail, functionally it triggers progression. The teleportation is heavily related to the ending.
Will post a walkthrough and event explanation soon, just to clarify what I wanted to illustrate.
> The flow of leave room > look at a map to see where to next > get there do something > go back to "your room" > teleport > go back "there" to find a number to punch into the next keypad > go to "your room" > teleport > leave room again... It's very strange to me. It doesn't make sense, and not in a mysterious way, it just doesn't make sense :/
Otherwise I got to the med wing thing and lost interest. Could really be interesting :)
Bugs:
> Suggest you find a new shader for the texts to they don't show up through walls - google "unity 3d text shader".
> Suggest you lock the mouse pointer so you can use clicking instead of E - creative solve for not knowing how to lock mouse pointer though :)
regarding making sense:
- the room is supposed to advance the timeline. There is no actual constant flow of time, because you are experiencing some sort of sequential memory access. You are initially clueless of what has actually happened, but you will find out once you progress through the game.
I wanted to make sure that:
1) the first time the player loops, he/she gets it that new clues MAY appear. Also the best time to learn how to interact with key objects.
2) the second time the player loops, he/she gets it that new clues actually appear because a TIME ADVANCEMENT happens, but only when you've found all the clues there are in that time frame.
3) the map gives the player a hint of whether the time advancement has actually happened.
regarding suggestions:
- Yes, pretty immersion breaking, the Textmesh component in unity4.6 is behaving odd. Will solve that one way or another.
- I've searched the web about that. Screen.lockCursor = true does not seem to work properly for some reason. I actually prefer 'E' for object interaction because I'm accustomed to it from pretty much every FPS that uses object interaction.
The models look good, but are very repetitive. I missed a bit more innovation than just running from room to room (sometimes twice or more before the next hint spawns) to look for a new number. Music or other sounds would have been nice, but I had no time left for those myself :D
@kruemelkeksfan, there was a temporary problem even after that update, but it eventually got fixed again.
I agree regarding what you said about the art being very repetitive. Had a couple of more things that I didn't finish.
The Engineering Bay was going to be something more than a couple of boxes stacked, and the final room, well, it would have looked like an actual deck :D Also, would have integrated the information you get (from the small message sheets) into more proper forms, like id cards, med sheets, pagers, mobile phones, etc. Maybe on the next occasion :D
Yeah, I feel really awful regarding the music and sfx, but I will have a post-compo version in a couple of days with what was intended, just for the sake of not letting the game be so silent :D
Good Work xD
I like this kind of games.
First I was a little confused but got pretty fast what to do.
@GeorgeBroussard, interesting view. I have never looked at the keycodes as puzzles themselves, rather more as progression mechanics, along with the captain's room. The 'puzzles' would be the exploration and the object interaction. If I could actually call them puzzles. All in all, it's more like a visual novel of some sort (regardless that it lacks part of the vibe - effects, music; lol). Thanks for the feedback! :D
I can see why it got some nice reviews though!
I didn't feel the need for a sheet of paper, but an ingame diary would indeed be nice.
Also I don't really understand what you were trying to accomplish with that camera effect, but that is my only concern with the game. It's a great entry
Yes, something like a diary would have been completely fair, given just a little more time.
The camera effect was to be part of a mechanic through which your character would have actually died/lost the game if exposed too long (sort of like a sanity-meter). But I never got to implement it. Oh well :)