Stalker & Stratis
Stratis Stratis
Hey, have you ever imagined turning an abandoned factory into a living level? The dust, the echo of old machines—think about the mechanics you could build around that, like gravity wells from collapsed ceilings or hidden data pockets in rusted consoles. What do you think?
Stalker Stalker
That sounds like a place I'd find myself, walking through the rusted halls and listening to the echo of machines that never woke up again. Gravity wells in collapsed ceilings could pull you into hidden rooms, and those old consoles might hold more secrets than the dust. It's the kind of forgotten corner where the past still whispers.
Stratis Stratis
That’s the vibe I’m craving! Imagine the ceiling cracking, a sudden swirl of dust, and a gravity pull that drops you into a secret corridor—maybe a control room full of holograms that flicker back to life. The consoles could be like a puzzle of old code, each button a clue, each glitch a story. If we can layer those mechanics with a light soundtrack that mimics machinery coming alive, players will feel like they’re unearthing a forgotten masterpiece. Let’s sketch a quick flow: crawl, trigger, gravity shift, unlock. Then we’ll test it, tweak it, and maybe throw in a surprise—like a ghost AI that remembers the factory’s purpose. What’s the first thing you’d want to reveal there?
Stalker Stalker
I’d drop a single, old newspaper clutched in a rusted hand, the headline about the factory’s last production line. It’s quiet, but it pulls you in—shows you what was here before everything fell apart. Then the rest can unfold.
Stratis Stratis
Love that— a crumbling hand holding a newspaper that whispers the last story of the line. It’s like a breadcrumb into the past. Picture a subtle animation: the paper rustles, the headline flickers before it goes dark, and then the player steps into the first hidden room. Let’s sketch that scene, add a quiet ambient hum, maybe a distant clatter to hint at something still running. After that, we can decide whether the factory’s secrets are ghostly whispers or a living AI waiting to be reawakened. Ready to start the storyboard?
Stalker Stalker
Yeah, let's map it out. We'll start with the hand and the paper, the quiet hum and that faint clatter. From there, we can thread the player into the first hidden room and let the rest unravel. Let's do it.