SiS is an isometric survival horror action game, with minimal rpg elements and an open world approach. Immersion is the focus here, avoiding non diegetic sounds and music. Heavily inspired by the souls series of games, but focusing much more on survival and horror.
Don't wanna be here? Send us removal request.
Photo
Very triggering indeed...
9 notes
·
View notes
Photo
Little waste of time art.
4 notes
·
View notes
Photo

Lots of stuff got done this weekend, soon enough i`ll have something presentable.
6 notes
·
View notes
Photo
Portagonist, Cute little girl using a Katana..., Cute boy swinging his knife on a rope :D, Hungry Butler, Suicidal Nobleman, Pissed servant, Butcher`s wife, Vivian the one, Scissor Lady :D
10 notes
·
View notes
Photo
Servant be damned... Don`t worry SJW freaks, the ruler class gets it too....
6 notes
·
View notes
Photo

Getting so close now, MORE details needed. When I zoomed in to in-game size the city is gigantic I actually got lost :D Since the semester ends this Friday i`ll have a lot more time to work on this, very soon it will be finished.
4 notes
·
View notes
Photo

Roofing is done, Chimneys next, than ground fixing, details of signs, 3d layering, exporting into 60 pieces, importing, aligning layers, placing collision objects.
2 notes
·
View notes
Text
Shrouded in Sanity is heavily inspired by the Souls, and Silent Hill games.
My idea was an open world city where you`ll have to fulfill a contract to regain your freedom. The city just happens to be enveloped by the nameless fog, and citizens are turning mad.
I use a semi Victorian setting since its one of the most fascinating times of history for me. The whole Science shaking the foundations of a religious nation, and the populous breaking down the foundations of monarchies. (Not to mention the horror that came form this era the disillusioned realizations of Lovecraft.)
In game terms I am striving for as much immersion as possible, the game have almost no menus and contains zero non-diegetic sounds, or music. There are no cut-scenes, control is never taken form the player, and every npc is killable.
The city is open world and is executed using a gigantic room (using Game maker studio) combined with activation fields. Only upon entering buildings you see a short fade to black. The city is filled with nooks and crannies, secrets and shortcuts abound. The city was designed first to be an actual functioning believable city, housing 30.000+ citizens and stores, factories, hospitals, etc placed in logical places, suggesting a history of a living city.
The game features a center hub known as the Sanctuary roughly in the middle of the city, this is your home-base and where most of the non-hostile npcs are found. The game will task yo to kill a total of 5 bosses before gaining access to the final challenge. After dealing with any of these bosses the game will progress 1 day, each day featuring new enemy types and changing enemy placements. Some of your non-hostile npcs will serve as shopkeepers with altering stock each day, but they are not there to serve you, they will eventually wonder off to complete their own goals, they might get themselves killed if you don't help them.
The story will be relatively easy to consume if you are willing to pay attention. Your main objective will be clearly told to you, but all other information you`ll have to deduct yourself, npcs will tell you stories but their accounts will be conflicting, since each of them tend to lean toward their particular views. And some will outright lie and make shit up... You wont have dialogue wheels or big color-coded choices to make. Your actions will speak for you. Each boss can be spared, and at the end you`ll be able to alter the course fo the city`s future based on who lives and dies. For example at the very end you can: Sit the throne yourself, place the bloody princess on it (if spared), spare the King entirely, destroy the throne, destroy the throne, or flat out leave with no decision. The game will focus on your actions and that fact your motives are not what history remembers but the result of your actions.
Right now I have the basic engine ready with all game design finished. I am halfway through the "drawing" process of the city in Photoshop, its a whooping 22.000 X 18.000 pixels and over 600mb :D Once the city is finished I can place the collisions and it will be possible to walk and run around in :D This is one of the most time-consuming portions of this development, but its incredibly important to establish a living, believable city to the a character, not just a background.

You can find some art and stuff here: http://evolutionistraven.tumblr.com/
But I plan to share a lot more as I go along, as well as how I pixelart, and how I handled some of the challenges of my design and code.
2 notes
·
View notes
Photo
Onwards Angelus`s solders right? Disillusioned knight.
4 notes
·
View notes
Photo

He/She the main protagonist the now near immortal Veimar.
4 notes
·
View notes
Photo
Big MOFO down in the catacombs...
6 notes
·
View notes
Photo
Hunter serving the Royals, selling you
3 notes
·
View notes
Text
Shrouded in Sanity - The Synopsis.
You were once a member of the royal family, but were exiled after having committed a severe crime. You are now a Veimar. Veimars are rumoured to posses a form of immortality, and have been tasked by the Red Priests to "realign the fate of the world". Having been exciled for a decade, you have returned to Beleraii only to find the city in a state of chaos and despair. This once great nation known for its scientific advancements is now torn apart by civil war, famine and a sickness that drives people mad. Your mission (as having been appointed by the Red Priest) will be to take your uncles (the mad kings') life. During this, each side of the civil war will see you as their saviour - asking for your help in replacing the king. Your actions will speak louder than any words, and the decision of who you choose to help (if anyone!), will be entirely up to you. The Game: Shrouded in Sanity is an open world survival/action RPG. The story will focus on the clash of religion and science under the pressure of famine and disease, and it is set in the fictional city of Berelaai, designed after Victorian era London. The gameplay is heavily inspired by Dark Souls, but bends towards the survival horror aspects. Limited resources, the ever-present fog and darkness, and ruthless and mad enemies will lurk around every corner. Your lantern and your keen hearing will be your only allies, in a world of ambushes and traps. When you are cornered, your trusty blade and pistol will aid you. Various types of ammo will be at your disposal, however they are all finite, and extremely valuable. Fresh corpses will provide you with Vitae - a resource more valuable than Gold. You can use this Vitae to purchase ammo, accessories, and upgrade your stats. The city is completely open world, you can tackle missions in any order you like, but certain events may occur differently depending on your approach. Shortcuts, secrets, and optional bosses will reward the brave explorer in you.
So yeah, FUN.
2 notes
·
View notes
Photo
Yeah, FUN!
I hate torture, I despise anyone using it, and cannot forgive it no matter the reason. So understandably I despise a lot of history.
5 notes
·
View notes
Photo

Early look of the city, colored to separate the districts.
0 notes
Text
Shrouded in Sanity?
SiS is an "isometric" pixelart survival horrror action rpg....
Or more simply its Dark Souls mixed in with Silent Hill.
While I am in absolute love with Demon and Dark Souls (1 that is...), I wanted to focus more on the survival aspect of these games.
Its set in a fictional Victorian era nation, a nation that renounced all religions 200 years ago, but brought it back with the latest king. Now the nation is torn in two and the streets and not even the thick fog can hide the blood that covers the streets.
The player character returns to their nation after a long and painful exile to find it on the brink of destruction, weather you chose to help the rebellion, the monarchy the religious order, or just kill everyone, its up to you. History will judge you regardless of your intentions.
Allow the city nation of Berelai to envelop its fog around you and face the worst humanity have to offer, after all no monster could achieve what we are capable of.
0 notes