As we start moving towards getting Extinction: Archaic Genesis noticed, I felt now would be a good time to talk about what the game is. Extinction: AG is a tactical first person shooter consisting of humans versus dinosaurs. The general mood of the game will be horror, but with tactical squad-based combat. What that means is a squad leader will assign objectives to the squad itself eventually leading towards the map win conditions.
We will be going into the details on the game further down the road as we get closer to sharing information with media. For now, if you are interested in what Extinction is, feel free to check out the FAQ and the About the Game sections on the site. For any inquiries, you may contact us at email@example.com or visit our contact page.
Hello, fellas'. Today, I'd like to share with you how Extinction: Archaic Genesis (EAG) was born, as a concept and its defining values. As the starter of this project, I have seen how EAG has risen from being just one of many silly ideas we have daily until what it is today and will experience what it will become in the next months. I feel honored to share that with you, both how the idea and the team started. Sit tight, put your seatbelts on. Let's go for a ride.
"How cool would an FPS with dinos be?" I asked myself. The answer: "awesome," went pass my mind. Of course, there have been several games that have tried similar concepts so far, and some of these are great for sure. However, since I entered the world of video games, and mostly in the recent years, I have noticed some things missing in games, especially in the FPS genre. And soon the idea began to flow.
The original EAG concept was to have a satirically-focused game. The best references that I could recall those days were the following games: TF2, Battlefield 2142, Evolve and Borderlands; to have a game that was a mix of those as our main references. Also, it was originally supposed to be a single-player only video game, in which we would only develop a thrilling single-player campaign which took about 2 months of sketching and planning. There was the concept and I had two-three friends that could help and we started on with a small concept, which kept growing and growing until one day we realized this was way out of our hands. We needed a team.
I started recruiting firstly on the site www.taringa.net, a Latin-American social page that I have been a member since 2010, getting ideas and things flowing. We got several people from there, but something unsettled me: they didn't seem very interested -most of them, so I kept on looking. Next stop: Facebook pages. Here, I got a several of valuable team members whom I trust and respect a lot and one or two were introduced to the project in some of the worst ways to attract people -yet still stayed. It would require another stop to make it better, a stop at a more popular place: craigslist for recruiting. Posting the idea as a volunteer/shared profits only, I got over 100 responses and for a time, got about 50 people in the group. More people, however, only meant more troubles. We had to reduce the size of the team. There was a final stop to go into looking for one-two more members: freelancing websites, where we obtained the last members of the team. At this very moment, Twisted Time Studios has about 19 people actively working on the project in all sectors. From this experience, we obtained two very important things: a significant twist in game concept and style but more importantly, a team to work with. What were the changes? You'll see.
Besides team advises, I went out asking for people's opinions. At the end of the day, a TF-BF-Evolve-Borderlands game concept sounded great but... Was it efficient for single-player or as a game at all? Not really. Changes had to be made. Some changes were the game to have a more realistic gameplay approach, remove the 'Borderlands factor' to it, as well as the 'Evolve power-ups,' amongst many others. What did the game result in? An RTS-FPS semi-hybrid focused on FPS, based on multiplayer, featuring two factions: humans and dinosaurs and artistically, from a colorful environment to a night-suspense one which personally, works way better for the game. Nevertheless, we did keep some valuable aspects of the original idea: graffiti and dialog style, as well as personalities/names yet still engaging on a realistic-like environment.
"What happens next?" Is something we get asked all the time. Currently, as listed on our FAQs section, we plan to have a playable build for February, about a month prior to our crowdfunding event, which will determine the future of this project. For now, our ultimate goal is to make an enjoyable alpha build and show the community what EAG has to offer.
Twisted Time Studios