Tuesday, 24 May 2016

Game References


Dear Esther, Exploration + Narrative. (Main Inspiration) [Art + Game Play + Story]

Limbo, Puzzle + Platformer. [Art Style]

Myst, Puzzle + Exploration. [Game Play]

Gone Home, Adventure. [Game Play + Story]

Slender, Exploration Horror. [Game Play]

Thursday, 19 May 2016

Equilibrium Script V1

Playing as Quill. A small town scribe from late 1600s.

---------------------------------------------------stage one---------------------------------------------------

SETTING: CLEAN ROOM ASIDE FROM A SMALL AMOUNT OF STRUGGLE/BLOOD

DEVELOPER GOAL: QUILL TO APPEAR WOUNDED, SEEMINGLY ESCAPED FROM A VILLAIN AND TREATED HIS OWN WOUNDS

PLAYER OBJECTIVE: SEARCH THE AREA TO FIND CLUES. A KEY/EVENT MUST BE FOUND TO PROGRESS.

Wake up in a doctors office/hospital.
Small amounts of blood can be seen around the area.
Bandages are visible on Quill's hands.
Searching through the building you're able to find bloodied bandages which trigger dialogue.
Possibly a key among them so the player must discover this clue in order to progress.

---------------------------------------------------stage two---------------------------------------------------

SETTING: SMALL VILLAGE/GLADE FULL OF BOARDED UP/RANSACKED HOUSES 

DEVELOPER GOAL: SHOW THE SCALE OF ATTACK WHICH QUILL EVADED, INTRODUCE THE STRANGE MARKINGS AND EERIE ATMOSPHERE

PLAYER OBJECTIVE: EXPLORE THE HOUSES PIECING TOGETHER CLUES

Walk out of the hospital to see the village, houses all have broken barricades where the villagers have unsuccessfully tried to protect themselves from whatever evil lurks.
Each house has the same demonic marking carved onto the door.
Very obvious signs of struggle within the houses, lots of blood and scratch marks but completely void of life/bodies.
The same marking can be seen carved into the floorboards and throughout the houses, wills and cries for help can be seen strewn throughout the village houses.
At the end of the village is one house with no barricades present and no signs of struggle

---------------------------------------------------stage three---------------------------------------------------

SETTING: CANDLE LIT HOUSE FULL OF DRAWINGS NOTES CONTAINING THE SYMBOL

DEVELOPER GOAL: CREATE AN EERIE FEELING AND SHOW THAT THE ASSAILANT WAS SUPER-NATURAL, END REVEALS IT IS QUILL'S HOME.

PLAYER OBJECTIVE: MAKE IT THROUGH TO THE BACK OF THE HOUSE WHILST SEARCHING FOR CLUES

The sky darkens as you enter the gate to the house.[Kingdom Hearts Destiny Island Storm]
The same symbol is present on the door to the house, however this one begins to glow as you approach.
There doesn't seem to be any sign of struggle anywhere in the house, however there are pages scattered everywhere with written warnings and the same demonic symbol. [Warning of "Brim"]
Follow a trail towards the back entrance. Screen begins to distort as you approach the door. Door snaps open on it's own and the screen returns to normal.
As you enter the backyard you begin to hear whispering. There is a trail in the grass which looks to be recently worn into the ground.
Following the trail leads you into the thick of the woods.

---------------------------------------------------stage four---------------------------------------------------

SETTING: FOREST TRAIL LEADING TO A MAKE SHIFT SACRIFICIAL GRAVEYARD

DEVELOPER GOAL: SET A VERY CREEPY ATMOSPHERE AND REVEAL QUILL AS THE DEMON'S 'HOST'

PLAYER OBJECTIVE: TRAVERSE THE TRAIL AND ARRIVE AT THE GRAVEYARD

Once you enter the woods the whispering becomes louder, nearly audible.
You can see the symbol glowing among the trees and other strange lights darting in and out of the trees.
There are patches of blood along the trail, they seem to shimmer as you approach and trigger a very soft manic laughing.
Branches snap around you and other shrill sounds can be heard approaching you, but nothing is seen.
Once you reach the end of the trail all goes completely silent.
The symbol can be seen carved into the ground with what appear to be makeshift graves at each point.
When you enter the symbol you drop to the ground as the whispering returns louder and clearer this time. "We. Are Brium" [Unsure]


----------------------------------------------------------end----------------------------------------------------------




Sunday, 17 January 2016

Equilibrium

I've decided to make better use of my spare time & will be designing my own video game character.

This design will be based around the balance between good & evil, I will be designing this character as if he were a champion in League of Legends, giving him the strengths & weaknesses that would be required in order for him to be a part of that game.

My current direction & thoughts with the character are to build him around the idea that he will undergo one of two transformations dependant on whether he is either overly good or bad. The angelic transformation will remove his damaging abilities but dramatically increase the strengths of his protective abilities; This will be the opposite for the demonic transformation, removing his defensive abilities and greatly buffing his offensive ones.

I'm planning for these transformations to be his spirit lifting from his body & morphing into one of these two creatures, leaving his body on the ground. The Angel or Demon transformation would have to fend-off/protect-from any assailants attacking the unconscious body as the only way for him to truly die is for his earth bound self to be killed, killing one of the transformations would cause him to return to his body.

With this being the core element I think I will name the character Quill Brium (for now), taken from the word 'Equilibrium' "a state of rest or balance due to the equal action of opposing forces".


With all of this being said, my ultimate goal for this project would be to have all 3 forms of the character animated with working abilities inside of a sandbox game, with or without sound.