Category: Bleak Fortress

Hi guys!

The technical preview and trailer has just been released!

As we stated in our previous post, we gonna share with you guys our very first technical preview of the game! Just a reminder from our previous post that in this prototype you will be able to explore a complete zone which is the start zone found in the final game. This is only a prototype so you have to take into consideration that there are missing features especially on the combat side of the game and items availability in the inventory. Our ultimate goal is to get feedbacks so we can improve the game during the rest of its development.

You can download the technical preview 0.1 here : BleakFortress_x86_64_r0.1.zip [20MB]

When your done playing with the demo, please go to this page http://www.pyroswarm.com/games/bleakfortress/feedback and fellow the survey link on the page. This will help us a lots during the development of the game. We want to know your opinion!

Thanks and we hope you enjoy this little demo!

 

 

Hi guys!

Enjoy two more screens which include our brand new logo for Bleak Fortress! First screen show our progress on our new but minimalist simple inventory system and the second screen show the storage room from the Jail C-2 zone. This week i have some more free time so i will be able to boost a bit the development of our prototype. More updates soon!

Bleak Fortress - Inventory Prevew

Bleak Fortress – Inventory Prevew

Bleak Fortress - Jail C-2 Storage Room

Bleak Fortress – Jail C-2 Storage Room

 

Hey guys! I decided to post a little update about a very important device that you will use in the game. The Satcom device!

The Satcom device

What is the Satcom device ? A bit inspired from the device used in Metal Gear Solid, the Satcom device is a communication/interface device that the player will use in order to see the map, inventory, objectives and to be able to hack terminals. It also able communication with allies. Now the Satcom device will serve as an interface to interact with most of the game features and interfaces.

Inventory preview

Here a little preview of an empty Satcom inventory. I re-designed the inventory because i wanted it to be simpler than the last one. Also this kind of inventory enable us to have muliple inventory screens (if required later in the development of the game).

PreviewEmptyInventory

Hi guys,

We are approaching the middle of 2015! Sorry for the delay but I’ve been concentrating on the development of our upcoming title “Bleak Fortress”. It is with certainty that I say we are reaching the end of our early prototype development. We’re about 60-70% done implementing early engine features. We expect the prototype to be publicly available around the end of August. The prototype aims to show the game’s dark atmosphere and sonic ambiance along with some of the upcoming features we will see in the final product. And as you know, any part of the prototype is subject to change during development. We are currently further developing the game’s artwork, audio, gameplay features, and storyline which will be carried over into the full version of the game.

Here’s a sneak peak at the security lasers.

BleakFortress_Lasers

On a side note, we’ve removed access to the “Bleak Fortress” page on our website. We’ll be replacing it with updated information soon.

Now for those requesting some details about the game.

WHAT IS BLEAK FORTRESS?

Bleak Fortress is a retro futuristic 2D stealth platformer combining elements from classic games like Metal Gear Solid, Metroid and Blackthorn (An old Blizzard Entertainment retro game).

WHICH ENGINE ARE WE USING?

Bleak Fortress will be written in C# using Unity 5 engine.

WHY ARE WE CREATING THIS GAME?

Platforms games are fun and i think there can never be enough of them. I wanted a platform game with a nice story and ambiance for the end player to enjoy. I wanted to create a platform game where the player would have to think a bit more about where he must go, and how he can get through certain obstacle without relying on his weapons, which will be limited. I think the idea of crashing on an unknown planet and getting captured with your crew make it interesting in many ways. The player will have obvious questions about why they’ve have been captured and how to escape alive from such a hostile environment.

WHERE DOES THE GAME TAKE PLACE?

The game take place in 2088, aboard on a ship you and your crew has crashed on an uncharted ice planet. You wake up in a dark and strange place.

It appears you’ve been captured and imprisoned in a very deep fortress without warning. You must find what happened to your crew and find a way to escape from the fortress.

WHAT IS THE MAIN FOCUS?

You must discover what happened to your crew, why you have been captured, and find a way to get out of the fortress.

WHAT ARE THE PLANNED FEATURES SO FAR?

– Cross-platform: Win32, MacOS, Linux.
– Available in both languages at launch: French and English. (More can be supported depending on requests)
– Amazing in-game sonic ambiance.
– Gamepad and keyboard support.
– Intriguing story.
– Simple inventory management.
– Explore a huge and deep hi-security underground fortress.
– Non-linear progression with mission objectives.
– Try many different approaches to complete your objectives.
– Unique objects and weapons to find in order to progress in the game.
– Hide yourself in deeper areas to avoid conflicts or enemy fire.
– Hijack terminals with your Satcom device in order to open new paths of exploration, obtain tactical & critical data for your mission, or simply to disable security devices in order to progress in the game.

Thanks for fellowing our progress!

 

Hi everyone!

I am pleased to present the second project update along with some new screenshots!

I have reached a point with the Unity engine to say with confidence that we will have a prototype completed by the end of 2015. I am glad we chose Unity to port our game Bleak Fortress which has allowed such a smooth transition. The prototype is approaching completion at 30%. The navigation system is fully implemented; we can now go from room to room using doors, corridors, or elevators. Switches are also fully operational as well. You can now activate a switch that powers up a door in another room or in the same room.

BleakFortress1_pre_r2 BleakFortress2_pre_r2

Note: Theses screenshots have been taken from a very early prototype preview version.

So what’s next in 2015?

We will start to apply the sound and music to actual game features for a more realistic environment.

Dialogs! Primarily for interacting with NPCs in the game. These dialogs will accompany the story of Bleak Fortress initiating immersive gameplay.

I will then focus on player damage and player death. In the previous prototype (built with the old engine) it was pretty basic. This time it will be a little bit more hardcore.

Following this will be the introduction of complex room entities. These include security cameras, thermal detection lasers, alarm-triggering trip lasers, and waking sentry guns. This will also introduce basic terminal support, which will serve for saving the game in the prototype. (Terminals will have a more interesting role in the final game, offering the ability to interact with other in-game devices.) At this point a cover system will be integrated as well, allowing the player to hide in the shadows to avoid enemy fire.

Then will come the almighty inventory system, along with a chest and locker system for item storage. The inventory coding must be re-written due to unsatisfactory results from the last engine’s prototype. Establishing the inventory will bring us to the next phase of wielding and firing weapons.

More to come! Stay tuned.

Hi everyone !

This is the first official blog post for the Bleak Fortress project. So what happened this year ? Many good things I would say.

First, I would like to apologize for the lack of updates. The reason is that I am working very hard on our Bleak Fortress title so I wanted to spend most of my time developing the game while avoiding anything that would slow it down.

This project began last year with a very specific goal; making a very good platformer based on ideas from Metal Gear Solid, Metroid and Blackthorn (an old game from Blizzard Entertainment).

I had a prototype very close to public testing and our campaign was about to launch on Kickstarter. So what happened? Why no updates on this? Simple. When I initially started designing the game I was using an HTML 5 game engine which supported many platforms. However, the project has evolved since then with new ideas and a larger scope which eliminated this engine as a viable option.

The game is now ported to Unity’s game engine.  What does this mean? To be honest this mean a lot! First, we can explore the possibility of porting the game to Xbox One, Playstation 4 or any other platform. We will now have lightning in levels for a more realistic ambiance. This was definitely needed since the game is called Bleak Fortress. It wouldn’t be bleak fortress without a nice lightning touch! The performance and compatibility with controls is greatly increased as well since the game will be native on each platform. Since i am a skilled C# programmer it was a natural choice for me.

unity_zpsff18c569
Another important event, a professional 15 year experienced sound and music composer (which worked on 2k games projects and snowboarding videos for companies like Burton) has joined the project. He helped me to push the project in the right direction and we are now partners. This is a very good news for the project so I am happy to give him a worm welcome! Since he has joined the team we can now expect an incredible auditive experience in the prototype once released.

I would say that the new engine prototype is currently at about 15-20% completion. The website will be updated eventually to reflect the new changes. So keep tuned for more updates! We definitively on track to keeping this project moving forward!

Thanks for your support.

BleakEngineUnity