We’ve been struggling to get Ossuary the attention we think it deserves. It’s really hard to stay up late sending out free copies to the press and then see that none of them get redeemed. Getting through the Greenlight process isn’t a sure thing, and even if we get on Steam there’s no guarantee we’ll do well. But making games that mean something is important to me, and I intend to keep trying to make it work.
We’ve released a new game in the Ossuary universe: “The Hodge-Podge Transformer.” It’s a demo, a prologue to Ossuary, and a standalone game featuring all-new characters, setting, and puzzles. It will give you a good idea of what Ossuary is like (and let you test it on your computer!) while still not showing everything about the full game.
“The Hodge-Podge Transformer” was an odd project. For a while, I had no idea how to make a demo for Ossuary, and then inspiration struck rather fast and it planned itself out in my head. I’ve been downplaying the spiritual aspects of Ossuary, probably to avoid it being known as “that Discordian game,” but it’s a little bit tempting to claim divine inspiration for this one.
The demo should go up on major Flash portals tomorrow, but for now you can play it at Future Proof Games.
On Wednesday, Future Proof Games released our first game for money, Ossuary. We’ve started getting cool attention from cool people, but something that I’m reading a lot is that people aren’t quite sure what to make of it. What exactly is Ossuary?
Personally, I think part of the experience of the game is finding that out, but in the interest of letting people know what they’re paying for, here are some more details about Ossuary.
Continue reading What Is Ossuary?
My latest game, Ossuary, is now available. It’s a game about order, virtue, and kicking bone spiders.
The last thing you remember is receiving an unsatisfying answer. A plunge through the fundamental chaos takes you to a place of bones. Great power can be found within the Ossuary, but those who are not lying to themselves are lying to you.
This is the first game I’ve released for sale, and I’m really anxious about it! I hope it disturbs and enlightens you.
We’ve decided on a release date: November 27th, this Wednesday. Ossuary will be available for $5, with the ability for you to pay more for it if you’d like!
For more information, you can:
Not long now…
Click on the image above to see a trailer for Future Proof Games’s upcoming project: Ossuary.
Welcome to the Academy! This is where the members of the Hemlock Fellowship practice the virtue of Prudence. Prudence is all about knowing enough about the world to properly judge between right and wrong. The Academy is on the cutting edge of understanding morality. Our Academy has proved through research and study that the moral precepts passed down by our forebearers are held up by cold scientific fact! Isn’t that impressive?
Ossuary is in testing. Soon you will become trapped in the place of bones.
Captured with FRAPS. Edited with Blender.
Early in March, I previewed my next game, “Ossuary.” It’s coming along nicely, although the screenshots are still rather boring. I’m focusing on getting the puzzles together before fleshing out the art and writing. I’ve got a whole lot of content in already, though. Some numbers:
- 15 puzzles done out of a projected 30
- 49 NPCs; the final game may have over 75
- 248 lines of dialogue out of perhaps 400 or more
This is sort of what I was talking about a month and a half ago with respect to the cost of content. I’ve done very little in-depth programming on this game. Most of the time has been spent writing dialogue and hooking up the logic between the various NPCs. To be sure, this is still coding, and it can be interesting and tricky, but it feels a bit daunting.
“Ossuary” has no procedural content, so every minute of playtime the player experiences is the result of ten or thirty or sixty minutes of my development time. There’s a concept in film called cutting ratio that measures how much footage is filmed compared to how much ends up in the final movie. A cutting ratio of ten-to-one is perfectly acceptable. In game development, even if you never discard any code, there’s still an incredible concentration of developer time into player time.
A fragment from an imaginary walkthrough to my current work-in-progress, “Ossuary:”
2.1: Joining the Knights of the Five-Sided Temple
In order to gain access to the temple, you will need to get past the outer gate. Speak to the outer gatekeeper and tell him you are a FRIEND. He will let you through.
Speak to the Recruitment Officer in the western tower and ask him about himself (“ABOUT YOU”). He will mention that he doesn’t want to be greedy about getting a better position. Sounds like a way in, but we’re not yet corrupted by Greed.
Speak to the inner gatekeeper. He doesn’t want to let you in, but it sounds like he’s a bit overworked. Corrupt him with the sin of Sloth. He’ll sit down to rest and let you in.
Speak to the Lieutenant on the west side of the keep. He’ll say he’s happy, but keep asking him “REALLY?” until he confesses that he wants the commander’s position. You’re now corrupted with the sin of Greed. Go back to the Recruitment Officer and corrupt him with Greed. He’ll admit that he’s always wanted to be a drill sergeant, and ask you to speak with the commander on his behalf.
The commander is in the center of the south wall of the keep. Talk to him about the RECRUITER, and he’ll ask that you check with the Temple Clerk about the recruiter’s experience. Go to the Temple Clerk and talk to him. He sure doesn’t seem to appreciate the effort that the Recruitment Officer puts in! If only you had a sin that made people understand the viewpoints of others.
Corrupt the Temple Clerk with the sin of Envy. He’ll admit that he’s envious of the Recruitment Officer’s experience in his job, and that he deserves a promotion. Inform the Commander, who will ask you to inform the Recruitment Officer. Return to him, and he’ll enlist you as his final act in his old job.
What do you think? Too convoluted? Not convoluted enough? Any suggestions?