Deus Ex Machina

Published January 26, 2006
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Illuminati, Tunguska, Stonehenge, Roswell...

You know, I think the NSA has been piping sleep fog into my room. For the last few days I've been coming home and practically falling asleep as soon as I get to my room. Sure, I wake up around 10 or 11 PM, but by then, it's too freakin' late to do nearly anything!

Of course, getting only about 5 hours of sleep a night probably wouldn't have anything to do with it. [rolleyes]



Straylight Update

"We are not responsible for all of the evil in your world, but I fear a great deal of it is our doing. We have been shaping you since before you stood upright. Shaping you towards a purpose unimaginable. And a great deal of that shaping has involved winnowing-- sometimes individuals, sometimes entire civilizations."

The game world of Straylight begins 100 years from now on what I call Phoenix Earth. It is a world rising from the ashes of a nanotech induced apocalypse. The world is a contrast of high and low tech, of massive cities with monolithic, 3 mile high towers and raider and machine plagued badlands. We're reaching into space at the same time that we're trying to rebuild the world.

The people of the world know their Earth has been ruined by the wickedness, greed and short-sightedness of previous generations. But as the player, you will learn that this is only partly correct.

The Indwellings have been with us forever. They may be fallen gods, or benign shepards, or foul puppetmasters. Whatever they are (you'll have to play to find out [wink]), they represent an undying force in the game's universe, one responsible for guiding events and influencing human destiny.

When the game begins, you're a refugee from the wastelands, the sole survivor of a particularly brutal nanostorm (a constant scourge which can dissolve entire towns). You're raised in the safe haven of an arcology and use gameplay to choose your skills, career, patron family and several other character and gameworld factors.

Before you leave this beginning safe area, however, a plot-point must be resolved. This not only clues you in to who and what you are, it affects how you will play the game.

More on this in the next post...
Previous Entry The Risk of an Idea
Next Entry What's In A Name?
0 likes 2 comments

Comments

dwarfsoft
Getting 5 hours of sleep sounds like a luxury. When I started coding I was lucky to get 3 hours of sleep a night during the week, Friday nights I would stay out all night, but Saturday night and Sunday... Don't expect an answer...

So the NSA must be behind it. The Illuminati must be tapping your brain for ideas that are TOO CLOSE TO THE TRUTH. Uh oh.. I've said too much...

They've come for me...

Save yourse
January 29, 2006 11:36 PM
Wavinator
[lol]
February 03, 2006 01:35 AM
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