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I hope that this game will finally give me the opportunity to play a game where you are in fact Alone on a spaceship. Not chased by aliens, psychopats or others. Just you, a ship in trouble and best would be if there is a really immersive ship computer that has gone rogue and tries to sabotage for you.
I picture a game where you are trying to save your ship and thereby yourself from destruction but the ship computer has other plans, and so you have to trick the computer, sometimes trying to reason with it, sometimes lie to it and sometimes just run from it´s traps. Examples would be that it tries to open an airlock close to you or activate some security turret.
But nothing that chases you around.
That type of game I would buy right away! :)
This game is on my watchlist for sure, keep working strong devs!
You will play as a Cooper which is cook and miner of ship (as you he is not coder or someone like that). You will learn hacking system with Cooper because you must to hack terminals for saving ship and crews.
Terminals are our unique mechanics. They aren't control by AI system. There is a coding system that needs to be play on Terminals. Don't think that only coders or programmers can play TARTARUS. We construct puzzles with a logic that everyone(casual gamers too) can solve but still you should focus for solve the puzzles.
Thank you again for your comment. :)
I really like that you are fans of Ridley Scott, both because it will give you great inspiration for the game setting but also because the moveis are awesome :)
Ship AI is not a deal-breaker for me. Actually, when I think about it, ship AI that has gone crazy or evil is almost like a standard these days. So to Not having that does sound very refreshing!
So, a game with inspiration from Ridley Scott's work, hacking terminals, trying to save ship and crew, without the horror-segment of being chased by aliens/other things, and no evil super AI.
It sounds awesome!
Just a quick note about the logic puzzles, please don't make them to easy in order to please casual players to much. The only thing worse than near-impossible puzzles are puzzles that are way to simple :)
Maybe have a setting in the menu then, like Silent Hill, where you can adjust the difficulty of puzzles in case people just want to chill.
Again, keep it up, great job so far! :)
Really looking forward to try this one!
/Ramakuzera
Have you ever viewed Stanley Kubrick's genre-defining, groundwork-laying film entitled "2001: A Space Odyssey?" In case you didn't know, it was released quite some time ago and is considered to be the most epic Sci-fi work ever. Also, its plot is quite along the same lines as your envisioning of a scenario for Tartarus. That's just my two cents, and I'm saying this not to sound pompous, but rather informative if you haven't viewed the film.
Thank you again for your comment. You guys can share all of your ideas :)
Looking at the screenshots on the store page, a specific previous incident comes to mind from Orbiter 2010. I was flying a DeltaGlider IV-2 (A 5-person spaceplane with VTOL capability) to the Moon from Cape Canaveral. The mission was completely nominal from launch to de-orbit burn thanks to plenty of practice, but I messed up throttling the vertical thrusters during deorbiting and wound up hitting the lunar surface hard enough to cause quite a bit of damage to the ship.
Among other things, the flight computer blue-screened on me, so I thought I bounced off the surface and was going to have a second impact that could cause injuries. I yanked the yellow-and-black ejection handle and, being the pilot, was fired upward through the canopy while the four passengers fired explosive bolts on the doors and proceeded to evacuate safely onto the surface from the wings that were right by the ground.
I activated the cold-gas thrusters on my EVA suit to arrest my freefall, but two things played against me: first, the suit didn't have sufficient thrust to cancel out gravity, and the lack of air rendered the emergency parachute rather useless. Second, while the ship was designed to launch a pair of high-thrust MMU packs to help prevent such a thing, it automatically arrested that step if it detected the ship as being landed on the ground- like it was. The last thing I saw before I splatted into the ground was the other four passengers safely climbing out onto the lunar soil as I crashed into the ground hard enough to die on impact....
The things I find scariest in space is not some alien danger we don't understand, but the hazards we already know about and occasionally find ourselves unable to mitigate directly. My feeling looking at the store page is that working with technology that we weren't supposed to touch and possibly not intended to do what we need it to is a core component of the game, and not having ever seen any actual gameplay apart from those nine screenshots and the single 70-second video on the store page, I suspect it will be dealing with technology and how it has a habit of being thrown off-kilter by attempted improvements are likely going to be a main source of danger in the game. Even if I'm wrong on the actual focus, I suspect I shall find plenty in the game that will resonate with my tinkering background.
BUT there is one thing I really hope you're considering: immersive and detailed interaction mechanics. Let me explain what I mean:
There are a ton of first person games, based on good engines, but most of them have me walking around like a pair of flying eyes, with some telekinetic powers (I assume) to activate doors and levers and whatnot. Not immersive. And quite annoying actually. So, if I'm playing a first person game, which is much easier to make than a third person one, I'd like to be able to...feel my character. I want to see my legs when I look down, I want to see my hands when I push buttons and open doors and pull levers, reflection in the mirror, stuff held in my hands, etc.
It's not the most important thing, but considering the market is flooded by such games...such an approach really makes a difference for me.
I aggree with that. The Game itself is already using different mechanics like coding, this will help to improve gameplay.
I second that! Almost every 1st person game feels like something is missing, and you've made some excellent examples.