Yesterday we shared on our socials the announce trailer of Narcissic Pulse, our new VR game. The trailer show some of the gameplay elements and also some pieces of the story: a mysterious school shooter who refers to himself as The Narcissisttook the whole New San Francisco High School hostage and forced several students to solve some puzzles and even kill each other. The player is gonna be the detective who tries to discover the identity of the Narcissist thanks to an Artificial Intelligence. The AI analyzes the evidence and provides an accurate VR simulation in order to live one of the hostages’ memories.
Why the Narcissist started his war against society?
It’s the year 2033. Several years ago, the USA annexed Canada, Greenland and some european countries which are not part of the European Union (now a federal state): Iceland, Britain and Norway. USA changed their name into North Atlantic Confederacy, becoming a libertarian confederacy and totally mutating the lifestyle in the annexed territories. The Narcissist’s school shooting is the synthesis of the libertarian society he live in: he wants to demostrate that people have become nothing but animals, killing each other to save their lives.
What happened to Not Another Platform Game?
Don’t worry, we are still working on it. Narcissic Pulse is setted in the same narrative universe: while in the District of Island, the Narcissist starts his war against humanity, in the District of Brodstock, Greenland, the Brodstock Institute of Technology is starting experimentation on Artificial Intelligence. Narcissic Pulse is a sort of prequel of Not Another Platform Game, which we are going to share some news about soon.
Let’s go on introducing the GoManga Interactive’s team members!
This time it’s my turn: my name is Francesco Carbone, class ’98 and I’m part of the team since its foundation. I consider myself as an eclectic person: I live in the countryside and I love direct contact with nature and my animals, in the same way I like to code and design videogames. One year ago I’ve graduated last year at the Liceo Gallotta High School, Eboli, Italy and I started being part of the team sice it was founded. I’ve always wanted to know how games are made and that’s why I started programming: I’m the level designer behind Not Another Platform Game and also the programmer of several features of other games (take a look of this article for further information about what I did with the team).
When I don’t design the gameplay of our new videogames, I like to relax playing the timeless classic rock hits on my Epiphone SG: I love playing the notes written by the Eagles, Jimi Hendrix or the Pink Floyd and sometimes I play some songs with the whole team!
Have you ever questioned about the physics behind your favourite videogames? Let’s take a look at what happens behind the map in Not Another Platform Game.
Building a realistic world is the main key to make a good game. But how? There are many ways to do that and one of these is animating everything and making it not repetitive: we are trying to add some little stories in the map that surrounds the player. For instance, in the Third Level, the player is put right between the Steel Mallet army and the Fallen partisans. We wanted the player to feel the battle and the same violence he would feel in a war game, so we started adding triggered events through the map.
When you see a wall being shot down or a tower falling, you’re not enjoying a well scripted animation. All of these things is physically simulated! Each one of the cubes you see is a physical rigid body simulated by the game engine.
Clothes, flags and stendards are as well, making the envirorment convincing, even if the characters style suggest a toony style.
Thanks to Nvidia Physix, physics implementation in the game engine is very simple and does not require hundreds of lines of code. Most of the implementations don’t require coding at all: clothes simulation is made inside the Unity Editor so we can edit all the proprieties from the Inspector, without accessing the code. However, more complex things such as explosions and building fallings required more work and code. In this cases the RigidBody class from the Unity API has come to our aid:
We’re hard working to make all things realistic and a big span of time has been spent on polishing all of these particulars. While you wait for the game to be released, take acloser look to its first trailer!
Remember Insane Decay of Mind: The Sound of Silence, one of the projects GoManga Interactive is currently working on? Whether you do or not, check out the teaser that has been released on the YouTube channel just yesterday.
The Second Act of this disturbing interactive novel is still in development, whereas the first will be released soon. During the last year, these projects have been interrupted because of the release of Insane Decay of Mind, an arcade spin-off available on Steam. But now they are back, ready to torment you to death.
If you want to live a tormented adventure in a dark and creepy atomosphere, join Katherine Watson on her way. She is lost in the ruins of an old building which really resembles her school. But what happened to her? What are those terrible Shadows around her?
To find out, you will have to wait – not too much, don’t freak out – but in the teaser you’ll be able to see some frames of this mad story.
You’ll also be abe to see Katherine’s home, surrounded by a golden, immense field. She lived in such a beautiful place, didn’t she? It is called Goldenyard. But even the most peaceful places keep their own secrets…