Frequently Asked Questions #1

Wow! The last few days have been really exciting for me, and the outpouring and support that STASIS has been getting is really humbling.

This post is going to serve as a way to answer many of the questions that have been asked about the game. Here we go!

IS STASIS ON KICKSTARTER?

This is probably the thing that pops up in most places. Right now STASIS is not on Kickstarter. I will never say never (thank you Justin Bieber for forever ruining that), but at the moment I have enough personal funds to keep STASIS going.

I think that Kickstarter is incredible and the fact that so many people care enough to take their personal money to fund the dreams of independent artists-well lets just say it makes me ridiculously happy.

Another advantage of Kickstarter is the resurgence of interest in Adventure Games, with DF’s record breaking campaign. While Ive never believed that Adventure Games were ever dead, knowing that there is this much support for them is incredible.

WHAT PLATFORMS WILL STASIS BE AVAILABLE ON?

As of now, STASIS will be on PC and Mac. I would love to do an iPad version, but the control systems would really have to be fleshed out to work properly on the iPad. There are also some MAJOR limitations that people have to deal with when dealing with the iPad, that I would have to look at if I did an iPad port.

IS STASIS 2D OR 3D?

STASIS is entirely 2D, but it does use 3D pre-rendered graphics.

“Are you guys South African or just that voice actor (at least it sounded that way).”

Yes-I am South African. Joburg based.

“The UI’s not well designed. The information should be available on tooltips, not at the bottom right hand side of the screen. That’s basic UI theory: least distance, least clicks.”

The information on the bottom of the screen isnt really for ‘tooltips’. The reason it is displayed there has to do, for me at least, with the preference of having the game play like a visual novel. I played around with having those descriptions appearing by the cursor, but honestly in this game it just ‘felt’ better to have the more ‘novel’ aspects of the game appear in a fixed position.

As for clicks, currently the interface only uses one click. The cursor is ‘intelligent’ and changes depending on what object/area you are interacting with.

I have also made the interface to be as ‘production easy’ as possible. Having the descriptions be ‘tool tip based’ would severely limit how verbose the descriptions would be, as I would have to worry about them covering certain things, popping off the screen, etc.

HOW LONG DID IT TAKE YOU TO COMPLETE THE DESIGN DOCUMENT?

Thats quite a difficult one to answer-because for the first few months of development I was still learning. Id never even considered to attempt a game of this scale, and honestly, the game organically grew to the size it is now. The original Design Document only took two days to write, but it was extremely sketchy, with very vague descriptions. When I took another solid look at the game, and changed story direction, I completely redid the design document.

I started out with the core of any Adventure Game, the story, and grew it from there. Initially I wrote the story as a 3 page prose, and then went through and gave each major story point its own page. Each of those pages then got a more verbose description applied to it, and was then marked out in point form. From there, I looked at the areas that are visited in the Research Platform, and started to plot out the layout of how the room related to each other. The important thing to remember is that while the story is king, you MUST be fluid in that the game pacing has to support the story, and visa versa. I shuffled around rooms, areas, and story points to ensure that the layout, and the progression through the environments MAKES SENSE. So, having the medical decks next to the engineering bays wouldn’t make sense from a design point of view. The massive electrical and magnetic fields generated would interfere with the medical equipment. These are things that, while would never be immediately apparent, are fun to think about from a nerdy point of view.

Once each area had its story points layed out, I drew maps for each section, making certain that they all linked properly through to other areas, and work – and flow -properly.

The design doc, in its second incarnation, took roughly 2 months to put together.

WHERE DO YOU GET YOUR SOUNDS FROM?

Sounds that arent recorded myself come from http://www.freesound.org/ , a truly excellent resource.

I always edit the sounds in some way to fit into the game, either by using AUDACITY, or FL Studio.

ARE YOU REALLY ONE GUY DOING THIS? WHAT EXACTLY ARE YOU DOING ON THE PROJECT, AND WHAT ARE OTHERS CONTRIBUTING?

STASIS is a one man project. Story wise, my brother has been instrumental in helping the development, and filtering out the corny from the cool-but otherwise I am doing everything from the coding and scripting in the game, to the music, and everything in between. As for the HOW? Lots of Redbull. Lots and lots of Redbull.

HOW ARE YOU DOING YOUR MUSIC?

I use FL Studio for all of my music. I bought a really ‘el cheapo’ Midi Keyboard, and have been toying around with it for a few months. Im about as musically talented as a rock, but I’ve enjoyed the sound design aspect so much that I thought I would give the music a go!

WHEN WILL STASIS BE RELEASE?

STASIS will be release on the *PLEASE NOTE THAT CAYNE CORPORATION HAS CENSORED THIS INFORMATION. HAVE A NICE DAY*