During the past couple weeks I've been trying to come up with an appropriate idea for my game. Above you can see my ~super-organised~ process for this.
I was really inspired by the demo for Uncanny Valley and Don't Starve's The Screecher mod as I feel they are the perfect examples of the length for the game I want to create - 10 to 15 minutes seems like a good amount of time to demonstrate the pacing, atmosphere and aesthetics I want to achieve with my game and also seems like the right amount of time for it to be demo'd for the showcase at the end of the year.
--
The Story:
Setting - A school at around midnight (the school will be located remotely, perhaps in the countryside, to potentially give off a greater sense of isolation.)
The local school is rumoured to be haunted by a vengeful demon. The protagonist's brother goes missing after joking about performing some sort of OUIJA board esqe ritual there with his friends. The protagonist must go to the school and save him. However in order to get her brother back she has to escape the schools infamous monster first.
--
The Mechanics:
Hiding and timed gameplay sequences.
The ritual involves opening and then closing several portals and for this a time limit mechanic will be employed (theoretically making use of the "Always close" trope in order to give the player a sense of achievement after closing them in time).
When the time limit runs out the "Big Bad" will come and the player will have no choice but to hide. If the player makes it to the final portal, they will be chased and eventually caught by the monster (even if they escape far enough to hide.) Every time the player hides in the game there is a random chance the monster will find them.
--
The Pacing:
-Slow to begin with, with sudden flashes of the brother's friends (with their humanity completed distorted after being caught by the demon/monster/"Big Bad").
-One jump scare - perhaps the first glimpse of the monster?
-The Big Bad will appear and slowly creep towards the cornered player then disappear at the last second (as if to toy with the protagonist)
-There will be a brief calm before the storm moment (making use of the "Hope Spot" trope).
-Finally the game will end with a chase sequence.
--
Risk Assessment:
- I may not have the technical skill to program all of this myself.
- The pacing may not work as well as I think it does.
- Timed gameplay sequences and having to hide might frustrate players.
- Introduction to story may involve an animated sequence that I may not have the time to do.
Risk Mitigation:
- Collaborate with a programmer (if I can't do it myself.)
- Find specific examples in 2D games where similar pacing is used and examine how and why exactly it works.
- Create a very basic prototype to determine whether these mechanics alone work well even without the atmosphere.
- Storyboard intro sequence ideas, have backs up ideas to convey story that involves little animation (e.g. dialogue boxes such as those used in Year Walk, or the illustrated sequences used in Clock Tower).
I've also created a scale of Horror Simulation Vs Horror Wrapping games in order to illustrate where my game would ideally be on the scale:
I've also created a one sheet/concept overview document for the game. Next semester I think I'll create a basic Game Design Document too however I don't want to get bogged down in documentation as this is a very art direction orientated project therefore I won't be dedicating too much time to it.
My next steps are to create a paper prototype and create concept art.
No comments:
Post a Comment