THE CENTER (Canceled)
A first-class Sci-Fi action-adventure game in pseudo-3D.
THE CENTER (Canceled)
A first-class Sci-Fi action-adventure game in pseudo-3D.
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An ancient alien race has marked complete obliteration for the entire universe. Martyrs were sent throughout the cosmos, and each were strategically detonated to weaken its integrity. ANU, is the last martyr, sent with the final judgment for all existence. His destination is a lone, ravaged planet at the center of the universe. However, unannounced to ANU this planet holds an interesting secret which may complicate things further, and leaves him questioning his own mortality….
The Center is a narrative penned by Jason Rosa, and inspired by the obscure storytelling of Shadow of the Colossus video game, as well as the films 2001: A Space Odyssey by Stanley Kubrick, and Star Wars by George Lucas. The idea is pouring classic Sci-Fi chain-reaction type scenarios, within a fully immersive gaming experience like, Shadow of the Colossus (Team ICO) or Journey (TGC). To do so, a 2D isometric foundation was chosen, and presented in high quality. The game intends to provide a classic feel, but possesses updated features with a more modern gaming mechanic.
The Center is targeted for PC, MAC, and LINUX (DRM Free) first with Mobile and hopefully a console release later. Early Access will be PC and MAC.
• Large-scale and captivating landscapes for exploration: From alien temple ruins to enemy classes, the maps are populated with hidden mysteries helping the player create their own parallels to The Center’s backstory. The overall game is presented in HD resolution.
• Involving gameplay mechanics: This is not a 2D isometric hack/slash. ANU can dish out a hit, yet the “one for one combat” changes rules of engagement. Whenever ANU does a melee attack it delivers an equal amount of damage back to the player. This is due to ANU’s suit being formed out of soft metals. Our contingency is challenging the player to be more aware of their multi-tool functions, environments, and enemies. You can still advance with simple methods, but the stronger your foundation the more rewarding and powerful you become. This also helps create a more inventive and personable experience.
• Traditional 2D animation sprites in HD: Again, the game takes its own flare on the classic presentation of 2D. The sprites have been updated in full on HD with high res pixels. This keeps a better fluidity between the background and assets. It is a more modern approach to the already stylized model. Although labor intensive, each animation is done traditionally, frame-by-frame, to give that nostalgic feel.
• Beautiful thought-provoking imagery: Everything holds a mystical atmosphere. From walls of vibrancy stretched over enormous maps to characters possessing unique tonality and shapes for identification. The art is compelling and abundant, and landscapes seem familiar yet completely alien. Ridley Scott’s Prometheus and Alien films inspired us to present a perplexing and classic Sci-Fi feel.
• Alluring and ambient original soundtrack: Studio Daisho LLC is founded as a Music Composition & Production Business. The game will offer a very powerful, ominous, and vigorous original soundtrack. A synthesis of orchestral, acoustical percussion, synthesizers, and various live-recorded instruments. The cadences and themes are designed to increase player awareness, and help the player anticipate gameplay progressions.
• Intuitive sound effects: Subtle enough not to distract the player, the sounds are similar to each other, yet are devised to train the player’s ear to damage level, oncoming enemies, types of characters, and his environment. Together, the music and sound elements help the player never break immersion or be distracted by heads-up displays or meters.
• Upgradable, interchangeable cannon: ANU’s damaged left arm (Energy Disruptor – E.D.) can be built on throughout the game with found technology. With the help of his ship’s A.I., each addition gives ANU’s E.D. special performances, helping him advance through the game for combat and solving puzzles. Each new ability will be earned, and will become a big part of the player’s arsenal. This gives the player new options of dealing with oncoming threats by delaying, distracting, or stopping. At the start of the game, ANU will have one of these tools installed to his E.D.; Cryosphere– ability to slow/delay objects for a certain amount of time.”
• Enormous and rewarding enemy/boss battles: Weather the player is fighting 3 different DOHI classes, dozens of charging GODEX, or finding solutions around the huge ULFMA beasts, the game is filled with challenging foes. This is heavily influenced by the old school 16-bit giant boss battles, or the bombardment of relentless hoards. This paired with our combat mechanic keeps you “in check,” and empowered after each successful bout.
• Immersive game story and characters: The idea is to imagine playing an unfathomable and ultimately unstoppable evil. Then raise conflicts so that said character (ANU), encounters actions that create merits and consequences, all of which blindside him into feeling empathy and confusion with what he is doing. It’s about agonizing choices and, sometimes, being a thrall to routine or monotony. The Center story has two main elements: the initial game plot and the human element of the story.
ANU is the last martyr sent from an ancient alien race. His destination is a lone ravaged planet at the center of the universe. ANU is the last of his brethren, but this planet holds an interesting secret…
The Human Element:
An unspeakable evil (ANU) is cast into the heart of space. This malevolent spirit seeks to destroy, but events unfold that change evil to good. ANU takes a journey to the true center, the core and foundation of himself, where he finds the ability to repurpose his existence.
• A Complete Sci-fi Action-Adventure EXPERIENCE!
The core gameplay is the player only has one main attack; which is a punch or sort of swipe. As the player uses this melee attack, they suffer a hit of damage per punch. This causes the player to use this defense action in moderation or only in dire situations. The player progresses through the game solving environmental puzzles created to either redirect or harm the player. The A.I. work as perimeter like defenses. They attack in groups guarding or chasing the player back, warranting again finding ways to defeat the enemy for advancements. The environmental puzzles and enemies are combined together, challenging the player to think ahead or to find new angles for advancement. To aid the player throughout the game is an upgradable interchangeable multi-tool known as E.D. (Energy Disruptor). E.D. is primarily used to effect the environment in which enemies thrive by “indirectly fighting” oncoming threats. For instance, a player is being attack by a charging GODEX, as the player perhaps comes across a steam vent, they will be able to use a Cryosphere to freeze the steam, creating a blockade. Maybe even the player, by combining this Cryosphere ability with another ability like air propellant, could freeze the vent, then push the frozen steam causing shards which can hurt and possibly kill the GODEX. As the player encounters enemy bosses, they must use a myriad of puzzles, melee attacks, and different combinations of E.D. tools in order to defeat them successfully. The central idea is using and relying on your multi-tool to create more efficient methods of solving environmental obstacles or enemy threats.
• 1 for 1 Combat – ANU’s suit or (Extravehicular Mobility Unit) is formed out of soft precious alien metals, much similar to gold as seen on earth. ANU’s intact right arm is capable of doing a basic swing melee attack with a major catch. It will deliver an equal amount of damage back to the player. For every “1” hit he gives, subtract “1” piece of health. ANU’s suit is like a glorified soda can, where the more damage he takes the harder it becomes to move, given it is crushing in.
• Health Meter – ANU’s EMU has a health meter, which is located on his spine. ANU has a health meter range of five bars. A full blue bar indicates full health or “five health bars”. As ANU’s health depletes red is shown pushing the blue down. So a health bar of “four” will show, “three blue bars with one red bar.”
• Energy Disruptor (E.D.) - ANU’s damaged left arm can be upgraded into an interchangeable multi-tool for solving puzzles or fighting enemies. There are five main extraordinary pieces of ancient technology to be found across ACTS I, II, & III. ANU must acquire these pieces of relic hardware found within various alien temple ruins. By brining them to HEX (his ship) he is able to upgrade his arm. As previously stated, ANU has one initial action present (Cryosphere) from the beginning of the main game.
• The Repair Module – Whenever ANU receives damage HEX can send out a pod from his ship, to repair his suit. The Repair Module works by ANU going inside the pod, leaving his suit. Then high pressure is pushed in the interior of the suit. In turn, this pushes out the crushed and dented areas reshaping his suit to its proper integrity. For every new level advancement the player can only call for the pod one time, which is only to be placed at the entranceways of the load screens. This puts more thought on where the player would want to place this strategically, for easy backtracking/ accessibility.
For the finished product there are a plenty of new aids and interesting game mechanics lined up; such as allies, environmental puzzles and the puzzle mechanics themselves to name a few. This is basically the minimum foundation of The Center!
The Center has amazing characters planned that will truly transcend this game. From enormous thunderous foes to very fast erratic creatures attacking by the dozens. The story revolves around a main conflict between two particular species. One side trying to survive the planet’s natural hardships and heal a deep wound still plaguing their people. The other stemming from a collective consciousness that does and will greatly affect ANU’s mortality. Studio Daisho hopes this Kickstarter can be successful to truly tell the stories necessary for The Center. There are pages of design breakdowns and lures that are waiting to be discovered in game and initially interpreted from player to player. Allowing to briefly explain some of the characters you may encounter.
ANU – is the main character the player will use through The Center. He is quiet, intelligent, powerful, and yet very concrete. He is very aware his mission is a one-way trip so he holds no interests other than completing what he was created to do. However, ANU may possibly feel this way given he is just a being, operating a monster. ANU’s true face is a mystery and initially this is what the player will journey to unravel.
HEX – is the artificial intelligence paired to ANU’s ship. HEX’s responsibility is aiding ANU in completing his mission and coming up with contingencies against anything hindering that mission. ANU was deep in cryo-sleep when he was woken to the ship crash landing on a nearby planet. This resulted in ANU having an incomplete ship, loosing his arm, and being taken off course from the main journey to the center. HEX was unable to aid ANU further due to his programming locks, and it was ANU’s actions that opened HEX to becoming what the player will hopefully witness in the main game. HEX now is learning from each experience and gaining a personality. ANU and HEX both went through the first change of going against their programming for the aid of one another. HEX is the consciousness and lighthearted commentary of the game. He can be annoying at times, funny, helpful, or very abrasive. It is probably safe to say HEX is ANU’s first and only confidant.
CANKRI – The CANKRI are an alien race ANU will encounter at some point in the main game. Their blood glows luminescent, like cyan, and holds a symbiotic relationship to the sun and gases on the planets surface. CANKRI males hold markings on their skin, almost like tattoos, emulating their Elder or scars from a long ago conflict. CANKRI hold strong belief in their mystical culture and have remarkable ability to adapt and work as a whole. However, for the last 100 years the CANKRI have been slowly dying out due to major environmental conflicts and ultimately an undying race war.
DOHI – These are big militaristic barbarians, and one of the main threats encountered. They live deep underground, and when out of their dwelling use rags and armor to shield them from the surface light. In their hide there is a large abundance of food and various life forms suggesting why the DOHI are large and healthier in appearance then CANKRI. They are remarkably organized and very calculating. They can either simply overwhelm their enemy or strategize for their complete demise. They are divided into four identifiable classes. Each class will become harder to beat than its predecessor, and may require simple problem solving to overcome.
1. Solider Class
2. Officer Class
3. Leader Class
4. General Class
GODEX – are dog like beasts possessing spectacular agility and speed. Some are captured by the DOHI and used as allies in battles/hunts. Broken down into four difficulty levels.
XERMAK – are aggressive towering creatures used by the DOHI to piggyback weapons or catapult themselves over areas/walls.
SWARM – as their name suggests SWARM are small collective hives that attack together like bees.
These are some of the characters lined up for the game. Studio Daisho has plenty more of creative presentations that will be not only enjoyable to witness, but ultimately rewarding to play against or for.
-Budget Breakdown for THE CENTER
The Center is the first original game concept to transition into a multimedia company for Studio Daisho LLC. The development team poured its passion into the project to create a worthwhile and memorable player experience. The Center game project was forged from the efforts of seven people.
• Jason Rosa is the president, lead composer, and sound designer of Studio Daisho LLC. He is known for collaborating with some of the most versatile and innovative talents across numerous genres. Jason assembles and leads the team and is the driving force behind The Center. Jason is executive producer and the creator of the game’s original story, script, music score, and sound design.
• John Anderson is Studio Daisho LLC’s music composer and audio engineer. He also serves as chief technology officer. John manages the game’s graphics, music, videos, and social media, as well as working on the technical side of development. He keeps things organized and concise and, like his musical concepts, pays strong attention to detail.
• Albert Clanton is a music producer and creative director for The Center and Studio Daisho LLC. Albert provides ingenuity and consistency to ensure all content creates an immersive experience. He is constantly exploring new directions, with the goal of creating mainstay brands within the entertainment industry. Albert oversees the look and feel of the game to ensure quality and assurance.
• Lew Fraga is a concept artist and the 3D illustrator for the game. He designs not only the environments but also the game assets, art-based cut scenes, architecture, and level design for The Center. He has over 20 years of professional experience in these fields, as well as in graphic design, professional photography, and film. Lew is a strong collaborator in retelling the concept’s story through visuals and, because of his experience, he understands the importance of capturing the beauty of design. Portfolio found here: Lew 3D Art
• Paul Lipovits is the sole game developer hired by Studio Daisho. His main objective is to create an enjoyable experience that is fun and action packed. He constructs solid gameplay mechanics that help the user stay in tune with The Center’s story and visuals. He has been designing and building games large and small for many years and is driven to create an indie mainstay for the world to remember.
Portfolio found here: Paul's Workshop
• Annie Chen is The Center’s game animator and owner of ZEROPRO Studio. She has natural animating and illustrating ability but constantly pushes the boundaries. Although her job is specific, like her teammates, she believes in telling a story that resonates with a wide demographic. Annie is the sole animator working on 2D character and effect animations for Studio Daisho LLC and The Center game.
Portfolio found here: Annie's Animations
• Scott Thow is a concept artist hired for The Center by Studio Daisho LLC. Scott mixes traditional and digital art styles with high regard for the way things work. He approaches every design like an engineer, offering questions and finding solutions to those inquiries through his finished work. He is the force breathing life through design into the characters and creatures in the game. Portfolio found here: Scott's Art
Our vision for The Center is immense. Studio Daisho needs your help in seeing that vision through. Your contribution will give us the support we need to deliver "The Center" in it's entirety. From the vast landscapes to the fine details of animations, characters and audio production every penny earned will be spent accordingly. With your help and support we will be able to breathe life into a story we feel is relevant to today, but also give you a personable gameplay experience. We want to create a fun, engaging and tribute to games we grew up on for years to come. Studio Daisho LLC is a music composition and sound production company. “The Center” is our first original game concept transitioning us into a multimedia company. "The Center" is created by a team of seven. These 7 have poured their time and money into this project but we are missing the most important members of the team, every one of you.!
Risks and challenges
Project completion and deadlines are our number one priority. We believe in giving only the best quality product possible and setting accurate time lines for the product delivery. We also understand that external problems arise. We overcome these on President, Jason Rosa's philosophy, "always having contingencies, to expect the unexpected". With every update, question and concern we aim to be in constant communication with you to ensure we are confident and capable on such an ambitious project. We spent a great deal of time talking to game studios, and developers ensuring this game is possible and what was needed for completion.
Game testing will be provided in the forms of the Alpha (end of 2015) and Beta access towards end of 2016 when available, and of course those of you that played the Demo and have QA related information will be taken into consideration. The Alpha and Beta's will be on Mac and PC formats first then Linux following.Learn about accountability on Kickstarter
- (30 days)