Friday, 14 November 2014

Further Idea Devlopment

1/10/14
Idea Development


Further development for Escaping Convict

I must come up with different ideas of how i can make Twitchy a unique game mechanic. My first idea to do this is if i have him as a narrative character who follows the player around and gives them advice of where to go or where not to go or where important things might be hiding, the player doesn't have to listen to him but this is one way he could be a game mechanic. My second idea for Twitchy, is he's the players antagonist and again he narrates over the game to give you information. For example there's a dark hallway which leads to a good vantage point, but Twitchy might say "Don't go down there, you will get caught and took back to your cell" the player could listen and go a different way or the player could ignore him and go down there to be rewarded. My last idea is that the player could command Twitchy around, for example. The player could make Twitchy chuck something to distract a officer, or make Twitchy go and activate a door to open. All three of theses ideas make Twitchy a game mechanic. I think the best option is my second idea as this can trick the player because they will think Twitchy is there friend/helper but really he's trying to make things harder for them.

Ive also decided to change the game play, the main objective is to escape the prison, but there is also a deeper hidden story the player must try and find out but Twitchy is always trying to distract you and keep you moving so you cant find the hidden links. The links to the hidden story i have are;

  • Find out how long you have been in prison.
  • Written letters from you sent to your family stored in a file room.
  • Clues which point out that Twitchy isn't real.
  •  Find out what you did to end up in prison.
  • Find clues which point out that you are a patient not a convict.
  • Find a key and a riddle
To implement these hidden story's into my game i must think about where they would be placed in the real world and how the player could find them.

For my first link, "Find out how long you have been in prison" this link will be hidden in a room on a computer. But firstly the player must unlock the door with a key code, the code can be found on any of the near by offficers. Once this is accomplished the player must find a password in the room to unlock the computer. After the player enters the password on the computer the game cuts to a cinematic, it will be shot in a first person perspective but it will also change to a security camera for a short 5 seconds where Twitchy will not be present in the room this will be a clue to the player Twitchy isn't real. While the cinematic is playing it will show what year and date Harry first entered the prison.

For my second link "Written letters from you sent to your family stored in a file room" this hidden story will be a room with hundreds of other letters and files. If the player finds the letters it will make them think why haven't they been sent? This will make the player want to discover more of the hidden story becasue they will be questioning hidden links in my game.

My third link "Clues which point out Twitchy isn't real" the way my game will do this is by making Twitchy invisible while looking through security cameras. Players may think this is a glitch but if they take the time to put things together they will understand why he isn't there. Also if the player finds my first link to the hidden story, Twitchy will not show up in the prisons dater base.

My fourth link to the hidden story "Find out what you did to end up in prison" this link will be found in a room where all prisoners criminal records are kept, but to find Harry's record you must find the head of the department Mr. Chuckles to find the computers password. If the player finds Chuckles you can choose to pick pocket him or kill him to get the password. Twitchy being the players antagonist will be trying to force you to kill him its up to the player choose what to do.

My fifth link is "Find clues which point out that you are a patient not a convict" This link will be found in the Nurses office on her computer. She will have test after test result trying to understand more about your psychological disorder, but the test notes will not give anything away to the player about the hidden story for example it may be "Patient Harry Stone is still not reacting to medication i will continue to push further medication to see if this may change his current actions."

My final link to the hidden story is "Find a key and a riddle" to find the ending the player must find and complete all previous links to the hidden story. The player can find each link in any order, personally i think the order the player finds the links is up to them as it will only confuse them even more. Once all links are complete the player must find a key located in Dr. Predricks operation room. The key is wrapped in a piece of paper, the paper has writing which says "What has four corners and two faces, a white coat to find me, but has wood around with a hole straight through?" the answer to the riddle is door to doctors office. (14/10/14)My first idea was to make the player find the doctors office, the doctor would explain to the player everything about the hidden story and whats truly happening.  But instead there isn't an ending to my game, but after the player has found the last link to the hidden story they must understand the links they have found and put the story together for themselves. I think doing this will leave many players confused, also it will make players think of there on conclusions to the story.

14/10/14

The core idea of my game

I want the player to understand there is always more than meets the eye. I will do this by giving the player the freedom to escape the prison but if the player takes there time to explore the map they will begin to put a puzzle together and uncover a deep hidden story about the character you are playing.  

My game will have a unique antagonist which forces the player to make decisions and put them in situations for example: killing someone, ways to escape, which way to go, leading you into traps, pointing you away from hidden story links. 

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