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Back in business!
Wow, it's been a long time! Over the past year or so, Paranoia has undergone a near reset. I've gone back and done a full redesign of the gameplay mechanics and a re-evaluation of the story, and I'm happy to say that it's all coming together! In the last announcement I mentioned a super abstract framework that would solve everyone's problems and make development super efficient. Well, after going back and learning a little more about data-oriented design, I can actually happily say I've thrown that in the trash. The game is being made on its own now, nothing superfluous, no side projects that have to be done first - at least until the demo drops. Here's a few more things that we're looking into:
I do PLAN on dropping a demo in time for upcoming events, but I won't make any promises, I already broke one (well, maybe two if you count the framework) and that's enough as it is. If there's anything you should know about me, it's that I'm a young guy who tends to get way too far ahead of myself! The demo right now is looking to be a short segment from the first act of the game, intended to feature almost all of the game's core mechanics, most prominently the close-quarters unarmed combat that I hope will really push innovation in the survival-horror space. The closest to what we're doing that I'm aware of is some hour-long (and mildly overpriced) DLC (which, by the way, I did play) for a game from 2017. Not bad, just not very long, so I think what we're up to is going to be a big deal.
Currently, we're building the demo with Unreal Engine 5. It's likely that this will remain our engine for the game's full and finished development, but it's also just as likely that we'll be switching to an in-house game engine. We have a few reasons, but the most important one is performance. Note that if this happens there will be a fairly larger delay between the demo and the full release, because I'm writing the engine by myself, but in any case, it shouldn't be too awful. If I'm correct, the most time-consuming parts will probably be rebuilding all of the development tools and porting the content. While we do plan to go proprietary for future games, it's unlikely this specific engine will be used for them (the current working name is the Shadow Engine, but I'm not fully set on it yet), since I'll probably do a separate project for that. That's all for now! Catch you in the next update!
[ 2023-09-11 06:53:13 CET ] [ Original post ]
The Return
Wow, it's been a long time! Over the past year or so, Paranoia has undergone a near reset. I've gone back and done a full redesign of the gameplay mechanics and a re-evaluation of the story, and I'm happy to say that it's all coming together! In the last announcement I mentioned a super abstract framework that would solve everyone's problems and make development super efficient. Well, after going back and learning a little more about data-oriented design, I can actually happily say I've thrown that in the trash. The game is being made on its own now, nothing superfluous, no side projects that have to be done first - at least until the demo drops. Here's a few more things that we're looking into:
Upcoming Playable Demo
I do PLAN on dropping a demo in time for upcoming events, but I won't make any promises, I already broke one (well, maybe two if you count the framework) and that's enough as it is. If there's anything you should know about me, it's that I'm a young guy who tends to get way too far ahead of myself! The demo right now is looking to be a short segment from the first act of the game, intended to feature almost all of the game's core mechanics, most prominently the close-quarters unarmed combat that I hope will really push innovation in the survival-horror space. The closest to what we're doing that I'm aware of is some hour-long (and mildly overpriced) DLC (which, by the way, I did play) for a game from 2017. Not bad, just not very long, so I think what we're up to is going to be a big deal.
Switching Technology
Currently, we're building the demo with Unreal Engine 5. It's likely that this will remain our engine for the game's full and finished development, but it's also just as likely that we'll be switching to an in-house game engine. We have a few reasons, but the most important one is performance. Note that if this happens there will be a fairly larger delay between the demo and the full release, because I'm writing the engine by myself, but in any case, it shouldn't be too awful. If I'm correct, the most time-consuming parts will probably be rebuilding all of the development tools and porting the content. While we do plan to go proprietary for future games, it's unlikely this specific engine will be used for them (the current working name is the Shadow Engine, but I'm not fully set on it yet), since I'll probably do a separate project for that. That's all for now! Catch you in the next update!
[ 2023-09-11 06:53:13 CET ] [ Original post ]
Conniption: Paranoia
Rapidfire Computer Entertainment
Developer
Rapidfire Computer Entertainment
Publisher
Soon
Release
Game News Posts:
5
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
No user reviews
(0 reviews)
Welcome to the next level of survival horror. Enjoy your stay.
Conniption: Paranoia is a first-person survival-horror game, and it may just be one of the most terrifying games, if not the most terrifying game, you’ll ever play. The gloves are off - and the demons are out to get you.
There's just one problem: You still have to fight them somehow. And you didn't bring a gun.
An after-school search for a missing person quickly develops into an all-out nightmare on steroids, and ropes you into a previously undiscovered sector of Hell - the Spirit World. An unforgiving dimension which is an exact mirror of ours, filled to the brim with demons, ghosts, ghouls, zombies, and almost any monster imaginable. Its discovery the result of a catastrophic experiment failure, you will soon find out that there's more under the surface than you first imagined.
The fate of the world, both living and dead, rests on your shoulders.
By effortlessly blending elements of survival horror, psychological horror, investigative horror, fighting, and adventure genres into one neat litlte package, Conniption: Paranoia provides a truly unique experience that will keep you hooked.
About
Conniption: Paranoia is a first-person survival-horror game, and it may just be one of the most terrifying games, if not the most terrifying game, you’ll ever play. The gloves are off - and the demons are out to get you.
There's just one problem: You still have to fight them somehow. And you didn't bring a gun.
Summary
An after-school search for a missing person quickly develops into an all-out nightmare on steroids, and ropes you into a previously undiscovered sector of Hell - the Spirit World. An unforgiving dimension which is an exact mirror of ours, filled to the brim with demons, ghosts, ghouls, zombies, and almost any monster imaginable. Its discovery the result of a catastrophic experiment failure, you will soon find out that there's more under the surface than you first imagined.
The fate of the world, both living and dead, rests on your shoulders.
A Unique Experience
By effortlessly blending elements of survival horror, psychological horror, investigative horror, fighting, and adventure genres into one neat litlte package, Conniption: Paranoia provides a truly unique experience that will keep you hooked.
- Explore a terrifying sector of Hell that nobody knew existed... until now
- Battle zombies, ghouls, demons, mutated bacterial parasites, and more - even including some creepypasta and folklore inspired monsters
- Fight to survive against aggressive ghosts that are bent on destroying you - learn and master the use of experimental technology to defeat them
- Stop a powerful cult from reviving an emperor and destroying the world
- Master first-person fistfight combat, dodging, and block timing
- Stock up on grenades, throwable weapons, recovery items, and more - you'll need it, because there sure aren't any firearms in sight
- Upgrade your character to become more powerful - boost distinct values that may just give you the edge you need to escape the Spirit World alive
- Driven by Unreal Engine 5, the next generation in game engine technology (dislaimer: trailers are recorded in Unreal Engine 4 as of now)
MINIMAL SETUP
- OS: Any OS running Linux Kernel 5.7
- Processor: Intel Core i5-3570K / AMD FX-8310 or betterMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: AMD Radeon Vega 7 (Ryzen 7 integrated graphics model) or better
- Storage: 60 GB available spaceAdditional Notes: Performance Mode (1920x1080. 60 FPS) ||| If using integrated graphics. more memory may be required ||| You can use the command "uname -r" (minus quotes) in your distro's command line to find your kernel version
- OS: Any OS running Linux Kernel 5.18
- Processor: Intel Core i5-4790K / AMD Ryzen 3 3100 or betterMemory: 12 GB RAM
- Memory: 12 GB RAM
- Graphics: AMD Radeon RX 5600 or better
- Storage: 60 GB available spaceAdditional Notes: Cinematic Mode (1920x1080. 60 FPS) ||| Ray tracing is not guaranteed to work or perform well on Linux - requires Nvidia RTX 2000 // AMD Radeon 6000 or later ||| You can use the command "uname -r" (minus quotes) in your distro's command line to find your kernel version
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