I’ve been using Freemind (a mind-mapping program) to map out my dialogue for the first scene of the game. (This is shown above)
The transcript turns into something like this:
First character planning pages for the characters met during the game :
In 2002 I was at a friend’s party where later in the evening after watching a scary movie we decided to take turns playing a game my friend had just gotten for his GameCube. That game was Eternal Darkness: Sanity’s Requiem. I give you this information as a precursor to say that prior to writing […]
Designer: Steve Gaynor
Developer(s): FullBright, Majesco Entertainment
Platforms: PS4, Windows, Mac OS, Linux, Xbox One
Gone Home is perfectly set-up to be a first person exploratory horror. As you return from a year long trip overseas, you find an empty house where you expect your parents and your 18 year-old sister to be waiting for you. As the storm rages on outside and the light in the foyer flickers on ominously, you try to piece together what has happened. See, perfect. Instead and to the dismay of many, Gone Home presents us with a coming-of-age story told through clues found within the empty house.
If you wanted to play a great modern 2D Platformer, then Super Meat Boy is a recommended one. It’s setup is classic and recognizable, the hero Meat Boy must save Bandage Girl from Dr. Fetus. It may seem tired, which is the reason I wasn’t really interested in the game. But, the game play is amazing, super challenging to maneuver and causes a little stress sweating.
Designer: Alec Holowka
Developer (s): Alec Holowka, Infinite Falls
Night in the Woods is a mystery/ adventure game following Mae Borowski, a disgruntled 20 year old as she returns home to her parents in Possum Springs, an old mining town. Maes intentions are to return to her previous “aimless” lifestyle: talking to her friends, band practice, doing crimes etc. But she soon notices that while she hasn’t changed, despite leaving and going to college (which she dropped out of), her friends and family have and so has the town. I would say this game is more of a graphic novel with a lot of focus on Maes own insecurities and mental health.
Digital Design [Values at Play]
1.Give your game a title:
2. Game Story Abstract – Consider the characters, location, objective, challenges, protagonist, antagonistic force. What is motivating the player? Is there a genre?
With my game I am aiming to focus on narrative and character. The game is set in a town, starting out in the outskirts where we will meet the player character and the tutorial character. I want the game to be a 2D platformer adventure mystery.
The protagonist, Vit (This name will be given by the tutorial character, it will be carved into the tree beside the grave; is also a Czechoslovakian name for “full of life”.) I wanted a gender neutral of masculine name, because my character design is very simple and has little feminine or masculine attributes.
Vit, has just been woken up by [tutorial characters] from her grave, which has been dug up. [Tutorial character] informs her that her skull has been stolen and that without it, her spirit will rise as reaction to her grave being “defiled”.
The antagonist will be a museum curator; we find out later that humans have been extinct but not for long. The price and value of human bodies skyrocketed as they died out, which is the reason for grave digging.
Developer(s): Davey Wreden; Galactic Cafe
Designer(s): William Pugh; Davey Wreden
Writer (s): Davey Wreden; William Pugh
Narrator: Kevan Brighting
Composer(s): Blake Robinson; Yiannis Ioannides; Christiaan Bakker
Original Release: 27th July, 2011
“Nihilistic Daydream” is probably what describes The Stanley Parable the best. We follow our faceless office worker “Stanley” and the Narrator as Stanley discovers everybody in his office building has mysteriously disappeared. The Narrator explains Stanley’s day to day life, he goes to work and presses buttons as he is told to. The Narrator explains that Stanley is perfectly fine doing exactly as he is told. This is a game of choice, the narrator taunts the player, stating they don’t have free choice over their actions or thoughts.
Developer: Toby Fox
Engine: Gamemaker: Studio
Release Date: 15 September 2015
Undertale is a role playing video game created on Gamemaker: Studio, the same engine I am using for my game. It uses a birds-eye or top-down perspective, which gives a nice depth to the game and plays a big part in the puzzles throughout the game. Despite having relatively simple style and game play, this makes it easily accessible and puts more value on the story line.