Fate's Cavern - A Horrifying Cave Puzzler
Fate's Cavern - A Horrifying Cave Puzzler
Fate's Cavern is a game of puzzles with a twist. Armed with nothing more than a flashlight you must survive the monstrosities within.
Fate's Cavern is a game of puzzles with a twist. Armed with nothing more than a flashlight you must survive the monstrosities within. Read more
Update #1: The Importance of Open Source
What Fate's Cavern is:
Fate's Cavern has been an idea I have had for a couple years. I have always been a fan of horror, whether it be a movie or a Stephen King novel. Horror in games is something that is starting to hit its stride again, so I believe now is the perfect time for me to show you my take on horror. Being the horror aficionado that I am, I know that Fate's Cavern will come from a very unique perspective that has not been approached before in this medium. On top of this, you will also be trying to solve the labyrinth that is the Cavern. You will encounter puzzles while trying to find the correct way to go, all while knowing that something you fear could be sneaking up to you as you frantically search for the way out. It will be a perfect blend of terror and intelligent gameplay. I also want to note that this game will be open source. This is very important to me as I know a lot of people like to get into a game and mod it. I do not want to restrict anyone from enjoying them game that they want to!
The Story of Fate's Cavern:
Fate's Cavern is the story of a man who does not remember anything. He wakes up in a ravine with no way of getting out. As you work your way through the puzzles you will gain an understanding of why he is there through flashbacks, apparitions, and objects that he finds. I have worked hard on creating a gripping story for you to enjoy and believe that there are quite a few shocking revelations to be had.
I will be doing the soundtrack for this game as well. I have been playing multiple instruments for quite a while and have played in bands before, so I know I will be able to successfully create a great soundtrack for the game. A lot of ambient tracks that convey the horror around you and very empty, minor key tracks to enhance the feeling that you are entirely alone on your journey. There will be an update specifically for the soundtrack that will give you a small taste of what you will be hearing in the game.
A Quick Look Into the Cavern:
I have a few pictures for you to take a look at. This is mostly just a little taste of the ravine that you start off in and a model of one of the many things that will be chasing you!
The video is a short look at the flashlight work that I have done for the game. The 3D enemy model is taken in-engine. It is a Seeker, which looks for life so that it can consume it. The face on the chest is a corrupted representation of the souls it has already consumed and speaks on behalf of the Seeker.
Where I Am, and Why I Need You:
I have already finished the scripting of the story and am currently 80% finished with the coding. Right now, the issue is the creation of 3D models. I am very ineffective at creating 3D models that do not look like garbage which is where the money from this campaign will be going to. I decided it would be the best for the game to pass on the modeling to someone who is more capable than I to give all of you the best possible experience this game can offer. This game is being created in the Unity Engine, and will look very polished and professional before it hits your Windows, Mac, or Linux machine!
Flashback Levels - $3,700 - Currently flashbacks are going to be exclusively cut scenes. If this campaign reaches this level, I will make some of them playable where it fits into the story. This will make for a longer game and a more fleshed out back story.
iOS Edition + Music Enhancement - $5,700 - I would love to be able to offer this right off the bat, but the truth of the matter is it is a huge added expense to create an iOS edition. You must pay a fee just to be given the right to try and put an app in the App Store, you are required to have a Mac to develop for it in Unity, and Unity requires you to buy an extra iOS package to effectively develop for it. This stretch goal tier will bring the game to the iPod touch, the iPhone, and the iPad. If I get this far, as a thank you I will pay for more studio time to enhance the music for you guys. This means even higher quality tracks (they are already professional quality) and more tracks!
Android Edition - $6,700 - The Android market has been getting bigger and bigger, so I would love to be able to reach customers of that market as well. This will bring the game to Android smartphones, tablets, and the Ouya console!
More stretch goals will be announced if I reach the $2,000 budget!
Where the Money Will Be Going:
I am trying to do as much of this game as possible on my own to limit the costs of it. Looking at it from all angles, the only thing I need help with is the 3D modeling. While I could do it myself, I feel that it would likely push back the release by quite a bit as well as take away from the professional, polished look I want this game to have. I have a very close friend who is great at 3D modeling who is willing to do this for me at a very discounted price, which is where my budget it sitting at. If funded more than budgeted, the money will go towards things that will aid with the stretch goals listed above.
Other Ways You Can Help:
There are more ways to help than just pledging, and everyone can participate whether you pledged or not. Liking this page, going to https://www.facebook.com/FatesCavern?fref=ts and liking that page, following my Twitter https://twitter.com/mostlyjordanr, going to my IndieDB page at http://www.indiedb.com/games/fates-cavern and going to Steam Greenlight Concepts to upvote, favorite, and comment on the Fate's Cavern concept page all help immensely. While pledging is definitely the most direct way of helping me, these are also incredibly helpful. I am not picky about how you support me, anything you do for this campaign, no matter how little you think it is, goes a long way!
Risks and challenges
The biggest challenge coming into this project was learning to 3D model. I myself have never been great at running programs such as Blender, though I can code and design without a hitch. This campaign will effectively take that challenge and risk away by handing the task to a very capable and competent modeler.
Nothing will prevent me from releasing this game at its best and fullest quality. I have been planning this game for a couple years and seeing it come to life only drives me more and more to deliver a fantastic product.
As with any creative product, pushing release dates back is a possibility. I am not going to lie to you, that is a definite possibility. However, I have a very strict schedule that I will be following for what needs to get done by when, so I assure you that I am doing absolutely everything within my power to get this to you as soon as possible!
- (30 days)