P2 T10 CP1 Group Concept Doc

Individual Brainstorms

Synopsis

This game highlights exploration, of the physical space around you, the Greek Mythology enveloped within it, as well as of the characters you find while inside a Labyrinth.

The player awakens on a dark stormy night, unsure of what’s happening. Lacking a cohesive memory, and with nowhere else to go, they explore a little bit down a straight path, and encounter a dangerous foe. Unable to help themself, they get saved at the last second by a minotaur, and taken back to his camp. To the player’s surprise, the minotaur seems friendly, and invites them to stay for as long as they wish—as long as they help him out with some errands, which often involve exploring the labyrinth the player has found themselves in. And while the player doesn’t know where they are or why they’re there, they intend to find out.

The game takes place over numerous days (at least two weeks) beginning with awakening in the labyrinth. They explore under the request of the minotaur, but have plenty of time to explore beyond what’s requested, at their own desire. If they do so, they will discover more secrets about the labyrinth, the characters within, and their own history of which they have no memory.

Players have the ability to explore the maze, or make themselves a home at camp (with limited resources), with limited time in a day/night cycle. As they explore this initially harsh environment, they may encounter mysterious puzzles, cryptic messages from the labyrinth’s inhabitants, or an encounter that won’t end peacefully. But as they dive further, they may find the labyrinth holds more pleasantries than they could’ve ever imagined.

The game will focus on a narrative that evokes Greek Mythology as a supplement to its story-based emergent story… while the labyrinth acts as an obstacle for the player, the players’ daily interactions and explorative discoveries act as a key mechanic to constructing the story’s narrative.

Audience

Our audience is tweens and older; anyone who can understand basic ethical/moral complications with decisions and lore. Those with knowledge of Greek Mythology may have a different experience playing, but not to say it will make the game “easier” to understand or play.

Setting

The setting takes place in a Labyrinth filled with Greek Mythological creatures. Early on, the player will learn that the Labyrinth was created as a means of Divine Punishment, and various creatures and beings the Gods detested were thrust within. While the initial stages of the Labyrinth may seem dark and gloomy, exploring will show varying biomes forged after different Gods, and also find many creatures who don’t share ill intent.

Tone

We want the player to truly experience exploring a fantasy world. For those lacking extensive Greek Mythological knowledge, the diverse creatures and environment will be a joy to witness. For those with extensive knowledge, the divergence from mainstream Myths will manipulate one’s preexisting assumptions and flip them on their heels, presenting a new narrative where what’s next is undefined.

We want players to balance attempts to explore with their desire to escape, as they find little wonders from discovery, and pose the moral implications of such creatures’ banishment from the Gods’ World. Meanwhile, they may face an ethical dilemma themselves as they achieve their goal of learning about their history, and/or trying to find a way out.

Mood

While we the game to start with a feeling of uncertainty, we want the game to feel fantastical, more playful and lighthearted than one may initially expect, and joyful/wonderful while players explore or refine their camp. We want players to be captivated by the world, their own identity, and the identity of who they discover within the Labyrinth. We also want it to feel like they are spending time in the Labyrinth, and will have story-based day/night cycles to symbolize player progress, and progress the narrative through natural, immersive dialogue.

While there’s a feeling of wonder, we also want to hold true to some factors of the Labyrinth based on myth: while the player explores, there may be moments where they must act with caution, and can be tense or excited (combat, solving puzzles, certain NPC encounters). We also want the player to feel a constant sense of desire, longing and/or motivation to explore, either to learn more about themselves, or to meet new characters, see more wonders.

Gameplay

Encounters and puzzle difficulty increases as one explores the maze and gets stronger. Resources for exploration can be farmed at camp, or found while exploring.

Exploration vs. Escape

We want the player to play with one of two desires: to explore the Labyrinth and find every secret or interaction, or to escape, minimizing interaction. One will be easier than the other, but both will create a narrative based on who the player is. There may be two endings (that’s the maximum branching, most likely) depending on how much one explores, and both will involve some sort of moral choice within. This motivation will influence the players’ daily decisions.

Core Gameplay Loop

  • Wake up, and the Minotaur discusses your daily task:
    • Gather a material from a nearby location, slowly expanding.
  • Decision Choices:
    • Explore Further
      • Player may find new discoveries, encounters, or materials, but may come at a challenge.
      • Player may learn some more about the Labyrinth or themselves.
      • Player must keep track of time, to avoid danger.
    • Return to camp when done.
      • Player may improve relationship with Minotaur, learn some more about the Labyrinth via dialogue.
      • Player may be able to improve their camp or their long-term materials beyond exploration.
  • Eventually, player will be highly encouraged to explore deeper if they haven’t already.
    • Mandatory combat (boss battle)
    • Upon defeating the boss, player receive more information about the Labyrinth, or regain a memory of who they once were.
  • Player returns to camp to end the night, sometimes accompanied by talking to the Minotaur.
    • They will have gained materials, which they can use in future days to become stronger.
    • If talking with Minotaur, gets to know them better! Can unlock things in the future.

Key Challenges and Initial Considerations

Design Considerations

  • Art:
    • Visual
      • Third-person perspective, RPG (like retro Pokémon or Undertale)
      • Pixel-ish art sprites for the Overworld and combat.
      • During conversation, a more mature cartoon style for the character portrait will accompany the character’s words (think Visual Novel)
      • Are currently considering complexity of art, how many actions/animations/mini-sprites for expressions, etc.
      • Each biome’s background will be diverse: Snowy, forest, waters, rocky/sandy, city/village.
    • Audio
      • Leaning towards instrumentals, possibly 8-bit but also possible general instrumental.
      • Evoke feeling of fantastical wonder, with moments of mystery, longing, anxiety, uncertainty.
      • Generally gets more comfy as time goes on.
      • None of us have created music from scratch before, any advice?
      • Sound effect for dialogue? Animal Crossing letter-mapped sound effect, general “plop” effect?
  • Core Gameplay:
    • How will we make the “simulator” aspect of the game as appealing as the exploration, and make both of them valid?
      • Do we even need to make both of them valid?
    • How can we redirect players to pursue story in a timely but unobtrusive manner?
    • For day/night cycle, should we remove agency by forcing them back to camp?
      • Shouldn’t getting lost in the Labyrinth be a core component of the game?
      • We could always have the Minotaur save the player as needed, fulfilling their role as a caring protector by choice.
  • Tech
    • How will we manage screen/general background and environmental visuals? Scrolling? Transitions?
    • What should the scale of map vs. real game be?
    • We are planning on using Unity.

Other Notes

Character Ideas

  • Player Character
    • Possible alchemist/witch that wants materials to create elixirs/spells that help them progress the story.
    • No memory
  •  Minotaur
    • Gentle Giant, despite physical appearance.
    • Banished to Labyrinth solely for being born an amalgamation between human and animal, against his will
      • NOT typical lore of him being a cannibal
      • Presents ethical considerations for the player to question their initial biases with appearance, and Greek Mythology in general.
    • Acts as key tutorial, guide, companion, task railroader.
  • Phoenix
    • Antagonist/recurring enemy
    • Feathers are a resource for player character progress
    • First encounter (forced loss)
  • Daedalus and (holographic) Icarus
    • More lore about the location, possible escape route?
  • Cyclops
    • Could either be another reversal or expectations, or a simple enemy that truly belongs in the Labyrinth
  •  Centaur
    • What makes them different from the Minotaur in this context?

Initial Map (Unfinished)

Key things to note are a winding critical path to progress the story, the camp and significant locations in corners, but locations that aren’t mandatory to story along the way.

Early (unfinished) labyrinth map concept, highlighting bosses, critical story path, and optional exploration. More walls will be added later depending on scope.

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