|
Site Navigation Main News Forums
Games Games Database Top 100 Release List Support Files
Features Reviews Previews Interviews Editorials Diaries Misc
Download Gallery Music Screenshots Videos
Miscellaneous Staff Members Privacy Statement
|
|
Mimesis Online Developer Diary, part
7
Mimesis
Online from Polish Developer Tannhauser Gate, is a role-playing
game which transports you to a world where the borders between
reality and illusion do not exist. An unimaginable catastrophe
on a cosmic scale transformed this world, playing havoc with
the natural order of things, twisting everything, even time
itself, wiping out civilisation as we know it. For the Universe
itself, everything changed and nothing changed - a new order
was established, one where entropy rules, without intelligent
beings working to hold it back. The beings who survived the
catastrophe have tried to rebuild their world, each in their
own way. They once again want to enforce on the natural chaos
their order, their ways - authority, money, prejudice, cruelty
and conviction of their own superiority. Once again, they
are showing the unlimited ability of intelligent races to
adapt and survive. The forgotten civilisation is waking up
and slowly but surely emerging as the "new" civilisation
- and how similar it is to the old one.
On a regular basis we will feature a
developer's diary made by the Mimesis
Online development team. In this diary Derek Handley talks
about the upcoming beta and continues the P&P Roleplaying
tests that have been performed to see how well a player could
get into a world that far removed in time from ours.
Part 7. "Anything but quiet on the eastern front"
Beta, beta, beta...
I'm pretty sure you already know that the Beta Tests are starting
this week. The first batch of testers has been selected, and
in a couple of days, they'll get their account registration
instructions. And the games will begin.
So it's action stations at the studio. We've known that this
week would see the Betas start for a couple of weeks, and
we've been working on the game for a long time, and we are
ready. It's beginning.
Of course, there's still things to be done. There will probably
always things to be done, but this week being this particular
week makes what has to be done seem ten times more important
and twice as 'big', if you see what I mean. From the routine
- making backup copies of all the files - to the work that's
only connected to the Betas - deciding that a particular creature
animation won't be used after all, and writing the letters
that will go to the Beta Testers - all our work seems to have
taken on an exciting urgency. There'll probably be a couple
of nearly sleepless nights for us this week to get everything
to the stage we want it to be at.
We could probably get things to a stage suitable for release
without those sleepless nights, but the practice with late
nights may come in handy later, when the studio switches over
to a 24-7 work system - as soon as the Betas get into full
swing, there'll have to be game masters here at all times.
Actually, I think game development always involves a burst
of intensive work at the end, and, as you are all aware, often
some delays. That's because games are creative projects, and
the creators always want to do just one more thing before
their baby goes out into the big bad world...just one more
thing, and then it'll all be perfect. And it's because they
are computer projects, and I'm not saying anything bad about
computers, but from time to time they can throw you a real
curve ball. You know what I mean.
...And Roleplaying
Beta, beta, beta...it seems to be the only thing I write about
these days. But I still want to tell you more about the pen-and-paper
Beta Tests of the game we did here at the studio and elsewhere.
The group of players that I'm going to write about don't work
at the studio - one of them is working on a short story for
us, but he doesn't work here full time, and the others have
never even been to the studio. I picked them as players because
I wanted a group of players who knew nothing about the world,
and because I trust them not to give anything away about the
game before it's actually released. It was an experiment to
see how well a player could get into a world that far removed
in time from ours.
I'll skip the whole character creation and introduction to
the rules bit, and get straight to the action. The characters
are: Nil Gefford, a Human medic and xenomedic; Iridia Devson,
a Human cyberweave expert; Desaf, a Hirudon access field navigator;
and Jezkirriak Mon Hyel, one of the Voidseer Kin. They are
travelling from a neighboring land to Saderton city - the
first two are looking for work, the Hirudon is their guide,
and the Voidseer is looking for answers...
The morning of 03095692 is a dull, cloudy one. The sun never
seems to pierce the sky above Saderton city, but today you
could swear that there's no sun in the sky. The oppressive
heat is pushing citizens' nerves to their limit, and the sight
from the city towers isn't helping. Out to the northeast,
smoke is rising from the fields in four places - thick black
oily smoke, reddish-tinged at its limits. A sec-res team of
Sentinels and Voidseers has been sent out to investigate the
source, but the group travelling to Saderton city are already
there. They were there when the whole thing started.
They were halfway to the city when all hell broke loose. It
was like being caught inside the crater of a volcano. Without
a sound, without a warning, four gouts of earth and flame
were thrown up high into the air, each no more than seventy
metres from them. When the dust settled, they could pick themselves
up. Nil Gefford saw to their injuries, his medikit assessing
their state, and setting them with appropriate doses of biomesh
fluid. Looking around, they could see four deep wounds in
the surface of the earth around them. The thick smoke pouring
out of the holes was obscuring whatever was down there...
Iridia wanted to move on. 'Inim will hone in on this like
lightning, and I didn't come here to play scavenger food.'
The other three wanted to know what that was that had nearly
killed them, and tried to convince her to stay. It took the
argument that information is as valid a currency as any other
to win her over. And so they found themselves on the lip of
one of the holes, clouds of smoke rising above them. In the
depths, the dull red light of weak flames flickered across
an incredible scene. The pit was enormous, far bigger than
it should have been considering the amount of soil and rock
that had been thrown into the air. Dead centre lay a twisted
chunk of metal, scattered around it, metal drums, some of
which were burning. That explained where the thick smoke was
coming from. 'It scans as organic matter and waste', Iridia
informed the others. None of them recognized the wreck, none
of them had any idea what it could once have been. 'We need
to take a closer look', said Nil. Taking the initiative, Desaf
stretched out his neural access membranes, and touched the
psionic energy field surrounding him. The other three felt
a prickling sensation as it enveloped them and began lowering
them into the pit. What they couldn't see was that the wall
of the pit was broken in one place, broken by a tunnel that
had been there before the pit formed. In the darkness, something
stirred...
Cliffhanger time.
We're out of time, and I have instructions to write. But
I will finish this story next time (unless you ask me not
to....).
Take care,
Derek.
|
|