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Published byChloe Hines Modified over 9 years ago
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Interactive Gameplay Design
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Game Outline The story begins with the main character watching a strange figure through a security recording, escape a guarded institution, a building designed to keep and interrogate prisoners. You play as ‘Leo Harring’ a private investigator, aiming to find and capture a dangerous unknown assailant after he escapes a government facility converted from an abandoned asylum and ventures free into Ashwick City. Due to a psychological instability, you can play the main character in various styles of play. Be it quick and crazy, or smooth and simple. There will be decisions that can be made which will alter your mental condition, and ultimately effect the gameplay. Various endings can be achieved, and interaction with NPC’s can change depending on your alignment.
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Game Objective The objective of the game is: To locate the assailant There will be a few social anomalies, which make it easier or harder to complete the objective, and this is through choices made with yourself and NPC’s, altering the stability of the character.
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Beginning Cut-scene Outside Bishops Gate Asylum, around midnight, the headlights of a vehicle can be seen moving along the road in the distance. The rain is visibly bouncing off of the cracked tarmac and outlines the moving car. As the vehicle pulls up outside, the sound of crunching stones can be heard beneath the wheels. The driver exits his vehicle and steps out into the rain and walks towards the entrance. The view changes to three men standing having a conversation in the dingy corridor, who silence as the door opens and the man who had arrived is seen walking in through the doors he approaches the group in the hallway. One of the men introduces himself as a government official, and explains that the ‘person of interest’ he was brought to interrogate is a dangerous individual capable of extraordinary things. The interrogator was then handed two objects: A camcorder and a gun. The government official warned him that he may have to shoot the prisoner if he became agitated and violent. The group walked with the interrogator half way and then turned and said they would be listening from a room down the corridor. The investigator sits in the room, a shaded figure sitting opposite him in the surrounding silence…
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Decisions of Sanity Throughout the game, the character can make decisions which can benefit or destroy his mentality. An example would be: During an interrogation, the character can be more aggressive to gain more information, however this can make him more mentally unstable. Being less aggressive can make him more stable, but will gain less information. This system will be used throughout the game, and can result in multiple endings, including a completely unstable, or completely stable ending. NPC’s will also act and interact differently depending on your moral stability.
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Game AI There will be various groups of NPC characters, from main people you gain missions or information from, to general enemies and possibly pedestrians. The NPC’s will have their own personality, and hold a specific value which is added or removed from your own ‘sanity meter’ depending on what happens to them. For example: If you let a pedestrian NPC assist you while you are in a public fight, and is killed during the brawl trying to save you, your moral is shot, and you loose some sanity. That number is what they hold on them. Additionally, some NPC’s can interact or behave differently depending on your ‘sanity meter’. Some friendly NPC’s may not like you, or actively fight against you if you become too unstable.
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Concept Art
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This is the abandoned Bishops Gate Asylum, which will be seen in the beginning cut-scene of the game. This was based from High Royds Hospital, in Leeds, UK
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Concept Art
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Sound Compilation This is a sample of voices and sound effects that will be used in my game.
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Music These are a few examples of music which may be played within the game. The first is from a band which my friend is a member of, and could be used during quicker sections of gameplay. The latter is a track which could be played during quieter times of the game.
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Game References Screenshots of games that have influenced my design and ideas Silent Hill Visual Style L.A Noire Multiple Choice Deus Ex: HR Multiple Choice Max Payne 3 Visual Style
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