Magrathean Technologies' mission is to deliver high quality, unique, simple and fun technological solutions to everyone.
Magratheans are the planet builders from Douglas Adam's Hitchhikers Guide to the Galaxy. They were responsible for the building of custom planets. Magrathean's play on the term reflects the company's mission to allow everyone ...
Game Description:John Smith (generic name, you can choose your own) is a man in trouble. He’s lost everything he has in the Stock Market, his house is in danger of being washed away due to erosion. All he has is a life insurance policy. Depressed and despondent, he decides to end it all. Climbing to the top of his office building. A split second before he hits the ground, a wormhole opens up, and he vanishes! John awakens in a strange place. It’s clearly a high-tech world, but he can’t read any of the writing or understand the language he’s hearing. What’s going on; is he dead and in Hell?
Incognito is meant to deliver simplified versions of gameplay from different genres and bring them together into a game that's epic in scale and requires different genre skills but is easy for the average hardcore gamer to jump into and play from beginning to end.
These genres change at each "zoom level" of the game:
- When you're on foot, it's a First-Person Shooter with RPG elements
- When you're in your ship, it's a Space Trading/Combat Simulation
- When you're in low orbit of a planet, it's a Simple Real-Time Strategy Game
- When you're in your hovertank, it's a Tank Combat Game
In order to progess through each Episode, you'll have to conquer challenges at each level, gathering information on foot, exploring in your ship, landing on uninhabited planets and establishing bases, and on hostile planets, invading a planet's surface defenses in the hovertank.
What we have here is the final trailer for Incognito Episode 1 as we approach the release of Episode 2 this December (2009). We decided to spend our labor day weekend creating this awesome story trailer for the game since all of the other ones mainly focus on showing off the various features of the game to give people an idea what exactly they are purchasing.
The games central character acts as the focus of the players emotional attachment to the story. This Main Character is the conduit through whom the player experiences the story subjectively.
The overall all goal of the video was to examine the issues that affect all the characters in the story overall. Then after we figured out what we wanted to show that being weapons, maps, the different genre types, HEIDI, what the main character looks like, etc. we storyboarded it out on a timeline to music pre-chosen and that is also the theme for Episode 2.
Personally we are proud of this video, and it has almost been 1 year since the release of Incognito: Episode 1 and we are well on the way with the 2nd. Published by GamePro Labs in Califonia and hope to be porting the game for OSX and Linux communities using Mono.
To quote the new awesome movie Inglourious Basterds "And cousin, Business is a-boomin'."
That is because it's the same level, just this time around it's highly polished and approaching levels acceptable to what we will use in the final game. I cannot help but think we need some scientist, researcher types running around amongst all the guards and chaos but we will see what we have time for. Don't want to spend to much time on one place :)
But the contrast between the two videos should be evident, the first is nothing more than "oh wow look a map with some scripting" which is just us figuring out the look and feel of what each location in the game should look like. When we make the decision to stick with a particular place we start to script it up, getting it ready for final placement in the games objective system.
This map easily has over 80+ hours of work from inception to the recoding of this video. The quality and interactivity is much higher than what we where able to achieve with Episode 1. We are actually pushing the limits of the engine. The LogicSystem has been stressed, the polycount is high but strickly managed, updated AI with waypoints, using codes from text logs to overload reactor via keypad, countdown timer, FMV video of destruction.
Not to mention all the things we have coded like inventory system, things like those fuseboxes, conversational, etc. It's running at 60+ FPS and looks really cool, we made this! Hard to see big picture sometimes when working in the trenches but looking at this video I think I can say we've taken the quality of first-person aspect of the game up a notch and the entire Incognito Episodes series as a whole.