In The Beginning

'With The Waking Of Dawn': the game guide. Here I will give you an idea of what the game will be about and - importantly - how it will play.

One of the most important aspects in game play - I feel - is the plot and the interaction between the player(s) and the plot. Therefore, I have taken care in creating a dynamic storyline, which will give the player a sense of purpose as well as giving the player freedom to roam around and not get bogged down within an over-created plot. Thus I advoid the linea effect other games produce.

The Storyline

The game is based on a ice moon orbitting a gas giant - not important at this point - there we find three locations situated within a large asteriod impact crater. Massive, unscaleable, ice walls shadow the crater on all sides. These locations are, the conoly buildings, the research buildings and the research sites themselves. The first two mentioned sites are unlinked. This gives the game two different areas of play. Where as the third area is more intune to the second, although I have added an darking twist to the third area, making it noticeably more atmosphereic.

The Conoly Buildings - underconstruction.
The Conoly Buildings can be seperated into two distinct areas. The first is the Cathedral, massive in its design yet still to be completed. I've decided to make it uncompleted so as to add atomsphere to the site, one way i've been able to do this is by not including the roof. This way you can get an very depressive, yet brilliant view of the gas giant looming over the arched windows of the pinacle wall in the Cathedral.

The other area is the conoly buildings themselves, although sharing the 'oldness' of the Cathedral's architecure, i've decided to modernise the fine detail of the buildings. Adding hugh slopes of glass and steel to the buildings. Orignally I was going to incooporate a giant canopy structure over the entire site, instead the structure will be present but hughly uncomplete. This will present the player with a view of giant struts of steel arching up towards the sky.

The Research Buildings.
This building will be distinctively different from those of the Conoly buildings. This building will simply be a collection of accomadation and research areas interlinked by halfburied glass walkways. This is where the player will start off. This sort of building lends itself to becoming a maze of dark corridors, half of which will be unused becoming gloomly places to walk through.

Most of the research areas will be large empity spaces, with bits of equipment sparsly placed around. In construst, the accomadation areas will be packed with equipment and homely items. Other areas such the warehouses will be filled with all manor of vehicles and equipment all of which can be used by the player(s).

The Research Sites.
These areas consits of cramped underground tunnels - carved out of compacted ice and rock. Here archalogical digging and research are taking place. This is where the player(s)can uncover skeletal remains and such like. These tunnels will be filled mostly with darkness and dipping water, creating an air of fear as the player(s) venture through the vast, hundreds of kilometres, of passengeways.

Gameplay begins at the research buildings, depending on which character(s) was selected by the player(s) will depend where abouts in the complex they begin. There they spend the next few days finding their way around. After which things start to happen, namely bodies start turning up - yes, you do get to see them. Not long after the player(s)'s own life becomes underthreat, and staying alife becomes the goal of the player(s).

Species XII: AKA the enermy.
Species XII is an sub-family of the Homo Sapien Sapien branch(us). Adapted to harsh plantary environments through evolution on the human scale - genetic engineering. As a result the species has evolved an entirely different way of thinking to the parent species and thus are in direct compertition with the parent species and other sub-families.