Raindrop is a surreal, environment driven, survival game that includes fully explorable levels with intuitive, complex puzzles.
Raindrop is a surreal, environment driven, survival game that includes fully explorable levels with intuitive, complex puzzles. Read more
About this project
Revolving around a horror themed storyline, the chilling and
breathtaking atmospheres will keep you inching around each corner
while uncovering the hidden truth behind the complex and its
inhabitants. Scavenge items to build objects in order to piece
together complex puzzles, or dangerous death traps. Gather hints and
schematics to unveil rewards and information. Survive both the
haunting environment and your own battered sanity.
Raindrop is under development by Raindrop Studios, a creative two man ensemble composed of Nihad Nasupovic and Max Ramirez. They are both hardworking and experienced video game developers who have invested many years into Raindrop and its previous versions. They strive to continuously improve and ripen Raindrop into the full fruition it deserves.
(ingame screenshots of the factory area, source engine 2009)
Raindrop was initially conceptualized as a Half-Life 2 total conversion modification around five years ago when Nihad Nasupovic, the project lead, began developing its core maps and game play mechanics. Shortly after, Max Ramirez joined the team as the lead production artist for the project.
(the residential blocks, source engine 2009)
As the team behind Raindrop grew, unexpected issues began to surface. Despite its progress, Raindrop was discontinued as a modification due to a variety of technical and social setbacks. Development ceased due to the inability to balance work and life among the team, coupled with limitations inherent to the Source engine.
(the swamp, source engine 2009)
(the residential blocks and amusement park, source engine 2009)
(ingame screenshots of danilos bar, unity3d engine 2013)
Nihad Nasupovic and Max Ramirez have re-connected and revived the project, but in a new light. They started re-designing and prototyping a new and improved version of Raindrop. This time, after vigorous research and with some combined experience, they choose to use Unity3D as their desired game engine, while using Kickstarter to push Raindrop into the full time dream Nihad and Max have been striving for.
(outside of danilos bar and playground area, unity3d engine 2013)
Raindrop has had some major aesthetic improvements since switching from Source to Unity3D. This versatile and powerful engine have allowed Nihad and Max to greatly increase the complexity of the environments without penalizing the overall performance of the game.
A great amount of time has been invested solely into researching and developing new and existing features that are being integrated into each build of the game. These features range from purely aesthetical enhancements, such as complicated wet surface shaders; to game mechanic improvements, such as hierarchical event triggers for puzzles and conditions.
(outland, farming area, unity3d engine 2013)
During the the development of Raindrop, we will continue to interact and build upon with the close knit community we gained during our years as a Mod. We want every single backer and supporter to have a voice, and we want to hear it! Keeping our plans, development logs, features, bugs, issues, and progress plainly open to the public is not a “security factor.” It is crucial that we improve the game with your feedback, and most importantly, our plan is to allow you to shape the overall outcome of the game.
Every few weeks, we will deliver a development log, featuring various packages including maps, in game screenshots, information and details regarding our progress and plans.
We call these releases Re-Hydration Logs. Screen shots, and in game footage will be dissected through environment breakdowns, where backers and supporters can see how each level pieced together.
YOU get to sway Raindrops final appearance. YOU are the voice that we both look forward to hearing, and rely on to help troubleshoot. It’s an indie game inside and out, and it would be impossible to achieve without the help of our already passionate audience.
Classifying Raindrop as a job would not be appropriate at any level. We have dreamt of this project for years and have finally breathed life into the final vision. If anything, its more of a close reality than a dream. But in order to fully develop and invest all of our resources and time, it is imperative that we raise funds in order to deliver the project to its full potential.
So far, Raindrop has been down some adventurous roads, and a great amount of content, environments, and features have already been developed. Now is the time to piece together the environments and core game mechanics, while polishing and developing Raindrop Chapter 1.
Right now Nihad
and I have worked on Raindrop without receiving any funding. If
anything, we've invested a good amount of our own money into
purchasing extra assets, packages, hardware, and software packages.
We are extremely passionate about every aspect of this project. We've
devoted an astonishing amount of personal time and energy into
thinking, developing, and establishing this game.
(To a point where people think we have some loose screws in our heads.) However, working part-time on this just isn't sufficient anymore. Which is why we are here to begin with.
• Hire staff and contractors that are just as passionate and motivated about Raindrop as we are
• Purchase the required licenses, hardware and software packages in order complete all tasks
• Purchase additional assets, packages, and add-ons for Unity3D
• Pay for our basic survival requirements (rent, bills, food, etc)
• Pay for rewards, legal, and online maintenance costs
• Pay for marketing and advertisement costs
• Extend the entire development of Raindrop along with the long term stretch goals
Although this kickstarter is dedicated to raising funds for Raindrop: Chapter 1, we are thinking even bigger and larger than just the prelude. Raindrop will be a trilogy with three distinctive chapters, each with unique environments, and sections of the game. The main reason why we split the game into three chapters is to integrate agile development into our pipeline.
We also want to gather as much feedback as possible from the first chapter in order to improve the overall trilogy. Remember that as a player and supporter, you come first! Bellow are some stretch goals that we would like to achieve
Risks and challenges
As you have read by now, and seen with pure evidence. We are more than capable of delivering Raindrop, and even pushing it a step forward. With our combined knowledge and experience, we are not only guaranteeing everything we promised, but in return we will provide various surprises and a playable demo along with an earlier version of the game. Nihad and I have both worked in various career fields, and on different projects that are proven successes. It is time for us to kickstart this project into full gear. Although Raindrop Studios is a new and unheard of studio, the title behind it isn't, and the promise to deliver the game in its entirety. After all, this is what we live for!Learn about accountability on Kickstarter
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