18th of January 2017
Spring term has started and it is time we get working on final year project. I am working on this project with Cian. We decided to make a game early on, whereby I would be in charge of all artwork and design whilst Cian would take care of the development and coding.
Last year when we planned the project, we intended to make 'King's Odyssey'. The idea was to make a friendly and beautiful looking 2D RPG in which violence would not be necessary. We had a story line planned out that roughly went like this:
A child is dragged under its bed by the shadow that lives there. It awakes in a vibrant and colourful world and is greeted by a jester puppet named Vesper, who offers the child assistance in navigating back home. On the way, the child has to avoid falling into the hands of the King's men. The land is ruled by the shadow who assumed control one day when the old King went missing. Whilst the player explores his own identity through his choices and actions in the game, the theme of identity is heavily reflected within the shadow himself, who assumes roles and identities without any awareness of his true, actual self.
We had planned out several areas of the world and settled on the complete story line, but it soon became apparent that we would have to drastically shorten the game in order to get the work done within the twelve weeks we have now. Ever since last summer I have been preparing assets, and since we decided to shorten the game down to two areas or episodes, half the scenery was already finished before this term started.
When this idea was in early development, we focused entirely on the story line. It would be a story which relied heavily on character development and early decisions influencing outcomes later on. Reducing the story to two chapters meant that many of these ideas were lost, and our favourite parts had no part in the project anymore. Focusing on the story first also meant that we had to find a mechanic to let the gameplay assist the narrative. We struggled all throughout the first term with the fact that our bullet hell combat was not engaging, and would only represent a very small amount of gameplay, whilst the player would otherwise walk and talk. We perceived this to be unenjoyable and boring, but could not find a way to solve the problem. Any drastic change would mean scrapping a lot of work, or losing the initial theme of the narrative, which closely related to the art style.
So on the very first day back from our christmas holiday, Cian sat down and mutually expressed our lack of passion and hope for this project. We felt as though we had been stuck for months without making any real progress, although we had spend a lot of time working on this project. It did not feel fun or rewarding, because an RPG only feels complete and rewarding when it is infact complete.
We decided to brainstorm potential new ideas. This time, we wanted a game that would focus on gameplay first and story later, but still give us a lot of potential for creative expression. We also aimed for something that would be more self contained and hence a more wholesome experience.
Here is what we came up with:
The player awakes in the servant quarters of an old mansion. Immediately after leaving the room, he is transported into a challenge that takes the form of survival, combat, mystery or a puzzle. Upon completing the challenge, the way forward opens, and the player may continue on his path to find the exit. The layout of the house functions as a four by four grid, and is rearranged everytime the player dies, meaning the maze is shifted and orientation is lost. With a pool of potentially sixteen challenge rooms, this also means there can be variation in which rooms are accessible to the player each playthrough.
After an interval of challenges, the player often meets a reoccuring character at crossroads within the house. This character always offers support and a kind word to the player, and appears to be lost in the maze of rooms himself, with little recollection of how he got there.
In the very last room, this reoccuring character will be hanging off a cliffside, asking for help. This is a challenge in itself, as assisting the stranger will mean being dragged down into the abyss by him. Stepping on his hands or walking past him, however, will allow the player to complete the first playthrough. Hints towards the player character's and enemy's background will be scattered around the house for the player to discover.
The game would be a hybrid between a puzzle game and a rogue-like thanks to the random allocation of rooms. We are hoping to finish 16 rooms, but if we run out of time, any number below that could suffice as a proof of concept and still provide the player with the complete experience of a game: Start, content, and end. It also means that we can test our game design in each individual room and explore various game play ideas. Each finished room will be new playable content for the game, and as they are each developed independently, no other content relies on them to work. This provides us with a very safe way of creating rewarding content for the game.
Unfortunately, we have not been able to see our supervisor yet as he is out of the country currently. We wanted to discuss this on the very first day back so we could make a decsion regarding what game to work on, but until next monday we may be on our own.
Our last project could be seen through to completion, but we feel as though it would take as much work to make that game presentable as it would to make something new, fresh and perhaps more engaging from scratch.
As we both feel better for having a new project to work on, I will for now assume that this idea is the new focus and will go on to report on our progress.
"House of Orpheus" is my current work in progress title for the game. (Because I imagine the reocurring character to play the lute, and it sounds nice. Also , "Perpetuum" was already taken.)