Checkpoint 1: Concept Doc — Jack Ryan

  1. Playlist
    All ambient house, could see these songs being good background tracks to have playing while playing the game.

    Mood Board:

 

  1. 3 directions for the game
    1. “Papers please” style interrogations, each incorrect decision incurs a penalty. Time constraint so that players feel rushed to sort through all of the information before the time runs out. The “scenery” or the space that you as the player work in can be changed after each incorrect decision made. Puzzle Task.  
      1. Could theme this in many different ways. I really like the Stanford campus direction of the game, however. 
    2. More of a large map feel. Among us style interaction, being close to an NPC brings up certain options such as “talk” or “report”. The “map” that the players will be exploring will be a large pixel-art top-down view. Try to keep some relative scale. Have to move quickly through the large map in order to find all of the troublesome NPCs and remove them. As time goes on or “levels” increase, the number of total NPCs could increase. Time limit/race and puzzle mashup.  
    3. Tunnel network exploration. Could lend itself more to a horror theme. Finding clues in the tunnels to work your way through the maze. Could also keep the interrogation aspect of it as well as an escape room style, you interact with different NPCs who you must determine if they give you genuine information on how to escape or if they are trying to mislead you. May be reminiscent of a walking simulator but with potentially with different styling. 

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