InSomnia - post-apocalyptic dieselpunk RPG

Discussion in 'General Gaming and Hardware Forum' started by Guyduk, Jun 3, 2014.

  1. Guyduk

    Guyduk First time out of the vault

    May 31, 2014
    Hi guys,

    I’m here to introduce my project.

    I suppose you get a lot of threads like these days, so I’ll try to keep canned PR to the minimum, though I suppose with announcements like this it’s just unavoidable.


    So, to start this thing up — we’re the InSomnia Development team, and that thing we’re bringing to you today is InSomnia - a dystopean, post-apocalyptic dieselpunk RPG.








    We’ve been on this project for three years - which is enough to get a lot of stuff done, but since you don’t have three years to read it, I’ll try to keep it short and somewhat organized.

    To summarize:


    • InSomnia is an old-school, Fallout-inspired RPG, but with some important twists;
    • Classless, leveless RPG system, allowing both complexity, reach and flexibility in both character creation and development;
    • Dynamic combat, assisted by our random events generator, will frequently put you in a bind - but in a fun way!
    • Sci-fi setting. A lone ark spaceship, feelings of confusion, loss, isolation. It traveled for so long, that its inhabitants lost their hope — and even their humanity
    • Randomly generated content done right. We use mix of hand-crafted and randomly generated content, to ensure that our game would have both varied gameplay and strong storyline;
    • Our game will have co-op mode, like Divinity: Original Sin, with some hand-tailored content for it, though it’s not our main priority, but not just a gimmick, either;
    • Music — dark ambient, inspired by Mark Morgan’s works (both Fallouts and PST), but with its own sound and flavor.
    • Unique atmosphere, blending both sci-fi and dystopian elements.

    On to the details so:what the hell is InSomnia?

    InSomnia is a cooperative, real-time tactical RPG. If somebody would’ve asked us to tag our own project, I’d use tags like Noir, Dieselpunk, Post-Apocalypse. We took a lot of cues from Fallout series, especially when it comes to building a proper atmosphere.

    We also know just how much a soundtrack can accomplish when you need to set a proper tone, and so we have heavily invested in a proper dark ambient soundtrack.

    Now, for a bit more serious approach, here’s the brief outline of the game’s setting: the game is set on a colossal space ark, traveling the Void for 400 years, escaping the downfall of an old civilization called the Noma. They’re set on a voyage to a new home: to a distant evacuation point, a new planet, the only hope to revive mankind.

    You are an inhabitant of this ship - and your story is a story of survival. Your ways are many: you may fight for the preservation of the Noman Civilization, or ignore the heritage for your own renegade good. You may stand for - and eventually lead - one of the many factions of the stations, or you may search for answers in the old archives, hoping to understand what brought humanity to it’s grim state.

    You can play both alone and with friends — we took some inspiration from Divinity: Original Sin in this aspect, though our approach is somewhat different. We didn’t just jam co-op in our game as some useless gimmick. We’ve speciallydesigned unique content for it and interactions for it, though single player mode is still our top priority.

    InSomnia, though, is less of a story-driven game, and will have somewhat more freedom, more akin to Fallout 1 & 2. So — you’ll have various skills, traits and perks, which you can combine to create the exact type of a character you’ll want to play. This traits, though, can be negative too, and also you can acquire them after chargen, during gameplay.

    We have a rather robust system for randomly generating world events and missions that we designed so that you won’t get bored even during your second (or third, or thirteenth) walkthrough. You will find yourself in all sorts of unexpected situations, which would differ each time you start InSomnia from the beginning. Even if you choose to simply sit in the middle of nothing, that, too, can often lead to some very unexpected circumstances. But rest assured InSomnia will have hand-crafted story-heavy missions too, and not just randomly generated ones. While randomness could be fun, it seldom leads to good storytelling (if that’s not Dwarf Fortress or Crusader Kings, of course).

    As for the actual meat of the matter, i.e quests and storyline - we wanted to blend our mechanics in a framework that encourages complex and unorthodox approach to decision-making, with unexpected consequences for your actions that might or might not come back to bite you in the ass later. There will be branching dialogs, there will be points of no return, there will be moments that’ll feel unique to your playthrough and your character.

    We have many inspirations for InSomnia. Classic RPGs are our main passion, so, obviously, main thematic inspiration comes from Fallouts — both the first and the second. As for mood and setting inspiration there’s also, of course, Planescape: Torment, mainly its feelings of loss, isolation, and general weirdness.

    The game is still early stages of development, but we’ll have a small demo ready soon, so you’ll be able to see how it all is supposed to work.

    We have 6-man team working on this in their free time, and we’re planning on launching our Kickstarter by the end of June, so that we could finally try to bring the development up to speed.

    We’ll be updating this thread on a constant basis, and we’ll be hanging around to hear your comments and feedback.
     
    • [Like] [Like] x 1
  2. AskWazzup

    AskWazzup Sonny, I Watched the Vault Bein' Built!

    Aug 21, 2008
    Hm... This looks pretty good, and that's something that i didn't expect, as all these fallout esque games popping out lately, like mushrooms after rain, looked pretty un-..ehm..amazing.

    The setting and the visual leaves a good impression on me, it seems you can interact with a lot of stuff ( are there general use items like ropes, dynamite etc. for puzzles and blockades?). The atmosphere in the video is very nice, i especially liked the scene with a human with a flashlight standing by a destroyed bridge. The combat bits were a bit dry though, but as i have no idea how far is the project i can't really say anything else about it. Hope it will have more tactics and skills employed.

    Randomly generated content done right.

    Never seen it done right (well, maybe once), would be interesting to hear more about it, but as for now i just can't believe that statement to be true. The only game where anything randomly generated felt at home was diablo 2.
     
  3. Korin

    Korin Sonny, I Watched the Vault Bein' Built!
    Admin

    Aug 6, 2010
    You sent me a demo that I installed and tried to play but I couldn't get it to work in Windows 7. Do you have an updated demo? People will probably want to try it.
     
  4. Crni Vuk

    Crni Vuk M4A3 Oldfag oTO Orderite

    Nov 25, 2008
    I have to say that I am absolutely impressed by the visuals and the style! I would absolutely love to see some concept art.
     
    Last edited: Jun 3, 2014
  5. Guyduk

    Guyduk First time out of the vault

    May 31, 2014
    Well, the idea here is that you can do a lot with radomly generated content as long as you don't try to treat it as main feature - a lot of failings can be forgiven when it is relegated to secondary role, and doesn't get in the way of your main stuff.

    Sorry about that. Holding it off until we can get it working bug-free.

    Certainly, here you go:

    <spoiler>




    </spoiler>
     
    • [Like] [Like] x 1
  6. Guyduk

    Guyduk First time out of the vault

    May 31, 2014
    Well, the baseline idea is that you leave enough of it in the background so it won't get in a way of actual RPG parts. It's mostly random encounters, stuff like randomly generating cover/props in some areas, so that the firefights won't play out the same way on every playthrough, etc.
     
  7. Guyduk

    Guyduk First time out of the vault

    May 31, 2014
    Well, if you could send me your dxdiag, I'd be really grateful.
    The public demo release delayed until the start of our Kickstarter campaign exactly because of this kind of problems.
     
  8. Guyduk

    Guyduk First time out of the vault

    May 31, 2014
    Certainly. Here you go:

    <spoiler>






    </spoiler>
     
  9. Kilgore Trout

    Kilgore Trout Gyro Captain

    Dec 11, 2013
    This looks quite impressive.
     
  10. Lexx

    Lexx Background Radiant
    Moderator

    Apr 24, 2005
    Why are the heads so strange and long.
     
  11. AskWazzup

    AskWazzup Sonny, I Watched the Vault Bein' Built!

    Aug 21, 2008
    lrrh.jpg
     
  12. Emperor

    Emperor Simplesmente Rajuma

    Aug 4, 2013
    Very interisting, hope the Kickstaters goes well. I will be watching this thread
     
  13. Guyduk

    Guyduk First time out of the vault

    May 31, 2014
  14. Hassknecht

    Hassknecht For hate's sake. Admin Orderite

    Aug 16, 2010
    Looks pretty cool.
     
  15. Buxbaum666

    Buxbaum666 Heterostructured Nanorod oTO Orderite

    Dec 5, 2003
    Amazing art! Very interesting concept. I'm definitely pledging for this. I'm a sucker for steelbooks so the $100 tier is very tempting but I'll keep it digital or customs fees will fuck me. I would like a poster though. Ugh, decisions. :crazy:
     
    • [Like] [Like] x 2
  16. BrecMadak

    BrecMadak First time out of the vault

    Jul 5, 2010
    This game will be epic when it comes out, many oppurtunistic features it has, eagerly waiting !

     
    Last edited by a moderator: Jan 9, 2016
  17. BrecMadak

    BrecMadak First time out of the vault

    Jul 5, 2010
  18. Crni Vuk

    Crni Vuk M4A3 Oldfag oTO Orderite

    Nov 25, 2008
    I am actually surprised that it isnt funded yet, the artistic direction is awesome and the idea is pretty good too. I relly hope that this project will get more then just the normal funding. The project deserves it.
     
    Last edited: Jul 8, 2014