Tuesday, January 29, 2013

Combat

The powers I've described in the past are rather simple unless you can combine them. This will be accomplished by a feature similar to the weapon menu in Bio-Shock, in which each weapon has 3 types of ammo you can use. However, to apply this to your Gauntlet powers, the  interface will be altered to denote primary and secondary equipped powers. Depending on which set of powers yo ave equipped, your possible moveset will change. So far, in concept, my favorite pair is Telekinesis with Electrokinesis as secondary. This provides a move set similar to that of Star Wars: The Force Unleashed (minus the force choke and lightsabers)

To maximize the capabilities of tis combat system, I also plan to implement a kill-streak mechanism called Psionic Momentum. This feature consists of a power meter that fills up as you kill more enemies. The more power in the meter, the stronger your attacks get. When the meter gets full, you enter a powered up "PSIforce" state, where you start building up more and more power, which you eventually release in a devastating final move. In the previously mentioned Tele-Electrokinesis set, this final move is similar to the Tempest move in The Force Unleashed.

I have plans for other effects of this PSIforce state, but those will be revealed later.

Friday, January 25, 2013

Workbenches

Another mechanic I have planned for the game is the ability to create new tools and weapons using things you find. I first saw this in BioShock, but the mechanic will be rather different in Crystal Crypt. For instance, instead of the U-Invent kiosks of BioShock, which I found to be rather odd in an underwater paradise city, the hero of Crystal Crypt must use the more natural workstations found in offices and labs. The supplies you find will also be more in keeping with the laboratory setting.

How you use these workstations is drastically dfferent from BioShock in that you don't really know how to make an item, apart from a basic guide as to what you need. A grenade, for instance, needs at least a container, an explosive, and a crystal to power it. What type of container and what explosive you use affect how the grenade funtions. You can also add an "accessory" to give it a different effect, such as a vial of Sulfic Acid for chemical burn damage, a strip of magnesium to make a flash grenade, or just some extra explosive for more oomph.

I won't spoil the other possible items you can make, but I'm trying to find some really neat things to build with these workstations.

The workstations also double as a way to spend a different kind of crystal on upgrading your PSIgauntlet. The game will explain this in that these crystals enhance the dfferent types of emitters, at the same time enabling the Gauntlet to interpret new commands from your brain. The interface will be similar to a skill tree.

That about wraps things up for now. Don't expect Crystal Crypt to hit shelves for a couple more years, if I ever get it off the ground at all.

Wednesday, January 23, 2013

Planned tools and powers

To make it out of HELIOS alive, you'll need to make good use of all the tools and weapons you obtain in the course of the game.

The first and most prominent tool that you recieve is the PSIgauntlet, a sort-of glove-like apparatus worn on the left hand that grants you amazing abilities. The basic powers include
  • telekinesis (moving things with your mind)
  • thermokinesis (controlling heat, mainly as fire)
  • electrokinesis (electrical powers)
As you progress you are able to develop other abilities, and upgrade the ones you have.

Certain tools require both hands to wield due to size. To compensate for the loss of combo options, these are used as boosters for the PSIgauntlet. An example is the PSIbazooka, which has no real energy source of its own, rather drawing on the gauntlet for energy and amplifying its output. You can still control what energy type to use with the gauntlet, but the bazooka forsakes the number of complex attacks in favor of a very big blast.... Heh heh.

The laser pistol is a dual-wield item, meaning that it doesn't need the gauntlet to work. You can shoot enemies and use the gauntlet at the same time. It uses semi-auto fire and supports about 30 seconds of continuous fire before you have to recharge it with a quick swipe over the top with the gauntlet. This is one of the few weapons that cannot be boosted by the gauntlet.

The Disruption Beam fires a continuous beam of energy that stuns and sort of melts any enemies it touches. An overheat constraint prevents constant use, and it too must be periodically recharged with the gauntlet. 

The last weapon for this post is the first weapon you get once the action kicks off: a one-handed katana. You get this from a broken display case in one of the hastily abandoned offices. You can use it alone to hack snd slash, or use the gauntlet to surround the blade with energy for a short time.

To get an idea of what these tools will look like, check out my Sci-Fi Props Blog here:
http://hyperdragon97-props.blogspot.com/

What is Crystal Crypt?

Crystal Crypt is an original science-fiction story that I hope to develop into a hit video game. At the beginning of the story, the main character, Calvin Korman, a young former United States Air Force pilot, is helping to test a revolutionary new technology at the HELIOS Scientific Research and Development Center. This technology, a Gauntlet that grants Korman certain semi-psychic abilities, is derived from a strange living crystal that can change energy from most any form into most any other form. A mutated form of this crystal spreads through the facility via the explsion of the nuclear reactor that powers the facility. Korman must navigate the ruined halls of the facility, which are now lined with crystal and roamed by the horribly mutated humans and lab animals that were exposed to the crystal shards. These mutants are not always around, however. Most of the time, the crystals have a frosty white color, and Korman is free to navigate the ruined facility, but during specific intervals, the crysals turn blood red, and mutants start rising from their crystalline tombs, baying for Korman's blood. These timed sequences start out lasting only 30 seconds, with more time in between encounters. As you progress, these encounters become longer and more frequent. There are certain location-based enemies that must be killed to progress.  The ultimate goal is to get out alive.


All in all, it's a promising concept, which I hope survives to see the mass market.