Wow. rockpapershotgun.com & IndieGames.com, a blog about, yep, Indy games, got notice of T22. Suddenly a lot more traffic on this crappy hole on the WWW, a dozen of Youtube abonnees + jokes, and some articles about T22 on these websites.
I'm shy by nature and hate to stand in the spotlights, but having this attention on your (life)work is great. Got to correct a few wrong assumptions though!
...Skyscraper in the Soviet Union...
I mentioned the word "Soviet era style" several times. But... T22 is not really in the Soviet Union. The theme is certainly related, not only on the map design, but in the end the story has not much to do with Stalin & comrades.
...You play as Robert...
Thanks for the name suggestion! But honestly, Robert is a real-life person who is busy designing the player. The protagonist himself has no name yet! But I bet Robert is pleased!
...Then what the # is the game about?!...
Uh... It's hard to tell without spoiling things. The whole story and game is one big quest basically. All I can tell is that you are a caretaker doing jobs for the boss in a big (sort of Soviet style) skyscraper indeed.
And after a while, you do want your freedom (back). So the player, codename Robert, wants "to break free. God knows, God knows I want to break free." "I've Fallen in love"... wait, that's Queen. No love for Robert here!
And yep, the building is pretty much abondon. You'll try to puzzle/search your way out, which makes it a bit different than a zombie slasher or action game. But that doesn't mean you won't get your hands dirty eventually! Be prepared to be affraid, very affraid.
The demo movie is a bunch of scripted events btw. The game itself should give freedom. You decide where to go, when to go, and what to do if something happens. But hey, I wasn't that far programming ;)
...The sound hurts my ears / too much blur...
The sound, SSAO and motion blur are making havoc in this movie indeed. Partially because unfinished business, partially because of the cracky framerate. The movie was recorded on a somewhat older videocard (GeForce 8800) with FRAPS killing the CPU in the background. It made the sound go berserk, and the motion blur even nastier as the deltaTime between 2 frames was relative big.
...I'm a Plumber...
That would be pretty romantic right? Not sure if "a plumber by trademark" means I'm doing a proper job, or actually being a plumber? Too bad. The truth is, I can barely hold a baco. Never ever ask me to fix your toilet, unless you want a sinflood! In real life, I'm programming operating systems for pharmaceutical machines, warehouses, and my sweet 30 ton babies:
Oh dear :) Don't want to spoil the party, but this game won't be out anywhere soon. Since we try to put the visual standard pretty high, and the T22 world is going to be kinda big, there is sh~tload of work to do. Programming the engine further, and having some maps, models, textures, sounds and animations would be nice too.
Do you remember the famous words "When it's done!". Well, that game is "done" all right. I'm going to say the same :) But seriously, the current target is forming a team, rather than creating the game right away. I can dream all I want, creating a "big" game with just a few hobbyists is not realistic.
So let's see if we can ensemble enough talented people to create a game in our spare time... Or at least make a good start, and then look further to get this baby on a more professional level. Doing this Blog and demo movies are part of the strategy; hopefully it attracts talented people!
That still sounds like a little boys dream, and... yes, maybe it is. So what? It doesn't mean it's impossible. The people we have here now are capable to create a game like this. The only problem is the lack of manpower so far. Let's show those bastards you don't need a 30-trillion budget to create a good game!
Ever thought about sending this pitch to a publisher?
Yes, but the project is still pretty premature. As said, a team too small for mass production, lot's to add to the engine (including fixing the motion blur! ). First things first, then we'll look further. At this point, I simply can't promise anything to an investor. Unless we work 400% on it maybe, but I don't think the other girls in this house would appreciate that :)
What to expect anywhere soon then?
* A second tech-Demo movie is targetted end this year. Not a "cinematic" horror movie like before, merely a showcase of the Radar Station map we use to test objects.
* A third horror-gameplay movie is targetted somewhere next year.
* A (simple) website end 2011 / begin 2012
* In the meanwhile, collecting more people. Currently we are looking for 3D environment mappers, environment concept-artists, possibly 1 more audio dude(tte), and a texture artist. In 2012 we'll be needing an animator as well.
* When the team is big enough and oiled, we'll start creating actual game content.
"Julio Iglesias is in charge of the concept art?.
You mean the singer?"
What color of underpants do you wear?
Transparent-blue or with a panda print.
Halflife2 / Source MOD
No, it's not a Source MOD, neither using another engine such as UDK. it's all coded in-house. And Yes, quite some contents from the first demo movie are from HL2 indeed. Not that I wanted to, but how the hell is a plumber/programmer to create those textures and sounds then? Creating that monster (and animating it) required the maximum of my programmer-art skills. Got to start somewhere. Can't attract good people if I show stuff like this!
Excuses, got to play dirty sometimes. The next movie however will have our own textures and sounds though. In fact, pretty much most screenshots on the Blog from this year are using our own texture sets.
"This stupid video made me broke my Shift key"
Apologees, we'll send a new one.
...Amnesia / Penumbra...
T22 is quite often compared to Amnesia. And that's a good thing! They managed to put down a f#cking scary game with limited horsepower as well. Though it's not inspired on Amnesia. Never heard of the game until recently when one of the team members gave me a link. As a matter of fact, I don't know much horror games anyay. Only played a Doom3, a few Silent Hill's and Gamecube Resident Evils. And Amnesia made me poop my pants. Isn't that ironic?
The gamestyle is a bit similiar though. In Amnesia, instead of fighting, you run for a single enemy that wanders the area. A lot more terrifying if you ask me, although the ability to defend yourself once in a while would be nice...
... The fat lady at the end of that Demo movie, wtf?...
That was just a joke, putting that photo of my girlfriend there. No, Polish women aren't that fat :) Though this woman is as flat as a 2D sprite as well.
Thank you all for reading and your (positive) feedback. It makes it all worth! Back to work now!