Saturday 11 August 2012

New World

We decided to go along with the story style of something similar to Limbo where the player is dropped into the world without a clue of what has happened to them or why they are there. They are in search of reason and explanation of why they are in the position they are in and how to escape it.
I came up with an idea of using a shadowy figure to guide the player through the game. They player could interact with items and other objects to reveal his past and piece together what happened to him. In a way we are using the platform of a game to turn the pages of a book in a way, allowing the players to generate and interpret what happened with their own understanding.

I also feel as though the roles are cris-crossing a lot within our group. I thought we have designated a someone to focus on story, programming, modeling, etc. But we always seem to be questioning each other in regards to the story. I think we are always confusing each other by having so much participation in the story itself.

We really need to go back to square one and define the world, then the story, then the game aspects. We always seem to be running around in circles and heading dead ends because we are focusing far too much on the fine details before the overall picture has been concreted into our minds and visualized.

No comments:

Post a Comment