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Announcement

Demo Available

Hello, thanks to a demo that was still on my boyfriend's computer at the time the game crashed, some of the game is still salvageable, meaning that perhaps at some point in the future I can finish it.

Unfortunately, I am not at a time and place where I have enough time or energy to devote to it as I once-could. I am currently attached to a newer project with a community of people devoted to creating a truly terrifying game. They're a talented bunch, and I'm honored to be allowed to work with them as we all try to tell the best possible narrative with an unsettling atmosphere.

Please enjoy the demo.

Thank you again,

-Dorian

Announcement

Apologies and Explanations

So, prior to begin work on the finishing touches of this project, my harddrive crashed, taking all of my progress, characters, levels, and maps with it.

I hope to begin another project soon now that I have replaced the harddrive, but unfortunately this game has vanished into the abyss, never to be.

Apologies to those who were following my progress and waiting patiently, and to those who showed their support. I hope to present to you with a renewed project soon.

Don't spit in the wind, and get to heaven half an hour before the devil knows your dead,

-DD

Progress Report

Progress so far

Have programmed events following up to the ending of the first act, and should begin working on the second act shortly. The game is so far approximately an hour/half an hour long, but this is only an estimate based off of my speed-run, and for those who really take their time to explore every area properly, getting through the first initial act shouldn't be too much of a hassle.

Sound design is minimalist, though effective, I may be bolstering it shortly as I feel that the presence of background effects will achieve a stronger dynamic in order to better immerse the player in this world.

Have altered the system graphics for a more fitting menu and dialogue scheme, as I felt the blood-red colors, while pretty to look at, clashed with the overall look and feel of the game. I've used primarily a gray-based, muted palette for each area, and the red was a scathing and ugly contrast every time there was a bit of dialogue. By changing the color scheme to match the environments, I'm hoping a much more aesthetically pleasing effect has occurred. In my opinion, it's a vast improvement.

I've stopped really caring about gameplay at this point, and right now I just seem to be using this game as a venue to vent all my own personal bullshit, different thoughts and emotions and ideas manifested in surreal imagery and unusual characters. Every area is emotionally based, sometimes angry, sometimes serene, at other times in a very jovial/joking mood, really dependent upon where I am at the time I open up my computer and begin working on the next area.

Some might say that this is a big no-no, and it really is if you're trying to make a professional game that's polished and smooth and just incredible.

But, I'm honest with myself. I lack the necessary talents and the discipline in order to deliver such a product, so I'm not even going to try. I'm just going to try and make the best, most interesting game that I can make, and that's really anyone can ever do.

I do believe that games are works of art, so who is to say that someone can't use art as a medium for expressing personal bullshit? It may make my game less enjoyable to others, and possibly more enjoyable for other types of audiences, but in reality, you can't ever create for other people.

After all, in the end, no one spends as much time with your game as you. You're the one that's going to live with it, so you might as well do whatever makes you happy with it.

This is not an excuse for lazy or shoddy work, mind you. I can't be happy without knowing I've done my utmost best, and I WON'T be happy unless everything about this game was made with love and diligence.

Miscellaneous

A prologue of dreams

When the universe snapped, and the dreamer fell into an oblivion of opiates, there was chaos amongst the remaining children. Shadows threatened their borders, and had one not elected herself over them, they would surely have killed each other. Isabella wore red to mark the blood she shed in order to obtain her power; Tiffany wore green for the beauty that seduced them; and it was Dorothy who chose the color blue, for she was always subservient out of the the sisters three.

They met under the cover of darkness to propose how control must be kept.

"I will give them many things that distract them," Dorothy proposed, "Games and irrelevant social hierarchies that keep their attentions focused on other things."

"I will give them ribbons and praise, and they'll compete for my approval and my affections," Tiffany said, "For if they love us they will let us rule them."

Isabella thought these things were good, but then added, "I will give them a common goal, a factory. They will build things that have no purpose, for it is not what they build that matters. It is that they are building, that their hands are occupied, and furthermore that these hands do not work for themselves. The things they create will never be for their own personal happiness, but ours. They can never find happiness, order, peace, or pleasure outside of the Sisterhood, for then they will no longer need us, and when they no longer need us they will rise up against us, and there will be anarchy once more. We will be irrelevant."

So the great deception was brought about, and the Mothman saw all of this from his bridge, and he was not pleased, for his Masters had plans for the children, who were the last hope for this race, and so he sent shadows to wake the dreamer so that light might be restored to this coming darkness.

"Wake up, Jared. The world has ended while you slept."

"There is nothing for me out there."

"Nothing is ever lost, for in nothingness things can be reborn again."

"I am cut-off from the rest of the world. It is not a place for me."

"So change it."

"I miss you..."

Red lights streaming down, things are burning, a world enslaved by greed. Protesters marching in the streets, banging drums, and singing songs, and their cause is just but nothing will come of their revelry. It is far too late to change. Watch it burn.

He's sitting alone in the darkness, with no thought or purpose, and collapsing into the vortex of his mind, taking everything and everyone unfortunate enough to be caught within his vicinity, down, down, down...

"Oh my god, it hurts to be alive."

I know, but the pain is good.

Miscellaneous

About the world of Broken Vessel

When Jared emerges from his apartment to find the world tossed into madness and disorder, there are very few humans left remaining, among those are a collective of orphan children that can be found rummaging around in dumpsters, and living in the ramshackle remains of an old school-house. He learns that they're being governed/oppressed by three little girls who parade around like princesses. They are the Sisters Malice, and while they may appear childish and innocent they are cunning, cruel, and very wicked. They seem to be employing the orphan children to make things for them at their factory, though the purpose to the constructed machinations remains elusive, if there is a purpose at all.

The orphans seem to have found themselves caught in the crossfire in an unspoken war between the Sisters Malice and the Shadow Beings, spawn of the mysterious and frightening Mothman who resides in an old hut at the edge of the forest. Jared will watch the battles between them rage with a vague interest, and will at times provide assistance to both sides in exchange for items and keys that he will need to advance on his own spiritual journey for meaning, as well as a personal healing from old emotional scars.

One particular orphan, Alphonse is one of the few amiable faces in the game, and he'll befriend Jared by giving him a jacknife as a symbol of their bond. Later on, Jared will have the choice of killing him in order to be able to advance more quickly throughout the world, or spare him in order to preserve the one connection he has to another human being. There's a question of morality here; is it worth it to sever your connections to another soul for the mere purpose of advancement, or is it better to hold onto those friendships? Also, can the player really bring themselves to kill an innocent child?

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