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Jack Fletcher ICA1 'The Chair

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Mission Name & Genre Rising Waters, Horror Puzzle

Mission Statement Tutorial level. the player will learn

some of the basic controls and

understand their limitations.

Objectives Look for survivors.

Length 30 Minutes

Difficulty Easy.

Narrative Progression After the ship plummeted to the

surface of a planet, Guy

discovers his legs have been

badly injured. He must find any

survivors he can.

Basic Gameplay Mechanics Crawl, Swim, Climb and fight.

Special player Mechanics Hacking.

Level Mechanics Moving platforms, Mechanical

puzzles, enemy swarms and

differing water levels.

Style Light Grey and open rooms, with

some small cramped corridors,

littered with debris.

Representations of the interior and lighting within the level.

This will be the first level the player enters. It shall be slow paced and also introduce the player to many of the mechanics found throughout the game. The player will traverse the rooms roughly in this order Start 1- Start 5- Hanger 9- Storage 1

2- Medical Bay 6- Hanger Control Room 10- Storage 2 3- Centre Room 7- Hanger 11- System Controls 4- Flood room 8- Flood Room 12- End

Centre

room

The Game in general will try to capture Fear and suspense, more so in the first few levels whilst the

player is vulnerable.

The player is encouraged to find ways through the areas with use of the level and Player mechanics,

as combat is something the player will want to avoid, they will learn this early on in the game.

The enemies will spawn randomly thought-out the level and the game in the respective areas, this

should avoid the player becoming familiar with the level and losing the sense of fear.

The enemies routs and patrol areas will also be randomly based(within the confines of the respective

areas).

Due to the nature of the game, player progression through the level should be slow and cautious and

allows for exploration if the player wishes.

Start

Med Bay

View Room

Centre Room

Flood Room

Hanger Hanger Control

Storage 1/2

System Controls

This is a short version of

the level map flow chart. It contains only key areas that the player is required to interact with.

Crawl

This mechanic allows the player to

move through small spaces, although

the player must leave the wheelchair

behind.

Wheelchair Jump

This mechanic is only available when a ledge is available for grabbing. This takes about 4 seconds for the player to accomplish and the player is left vulnerable during the action

Patrol The enemies can patrol some

areas of the map randomly. The

player can anticipate this with the

security cameras.

Ambush

Some enemies will hide in boxes or

other spaces. There is no way to

anticipate this due to it’s random

nature and the player will be

forced to ether flee or fight.

Security Cameras

The player can access panels on

doors through out the level,

allowing them to see through

security cameras and making It

possible for the player to sneak

past some enemies.

Running water

Water runs through the level and

leads the player in the right

direction. Occasionally these flows

can direct the player to hidden

weapons or Easter eggs.

Scale of the player compared to NPC’s.

Player

NPC Enemy

The Medical room where the player finds their wheelchair. And the View room which tasks the player with finding an item.

Mechanics

in play:

-Crawl

The player may or may not talk to the NPC in the flood room. ether way, the player will have to hack the console in the hanger control room to enter the hanger and finally drain the water from the flood room.

Panel Open vents Allowing water to drain from the flood room

The player is unable to traverse The stairs and will have to use the crowbar to climb

Mechanics

in play:

-Crawl

-Climb

The colours flash in orders, the player must click the colours in the correct order. The sequence progressively getting longer until the game is complete and the Hanger is unlocked.

Once the flood room has been drained, the player is given the code to enter the storage rooms and a gun with a few bullets. The player must get though the enemies and retrieve the access code for the service corridor. The player can not run away quickly from combat due to the jump in the corridor, this should force the player to be cautious.

Mechanics

in play:

-Security

Cameras

-Combat

-Jump

Access codes

on this box

Finally the player must guide and defend the NPC in to the control room and then collect all the cogs for the Gearbox to win the level. The player is given some more ammo and this should lead to a cautious fire fight with the aliens.

Mechanics

in play:

-Combat

After the player has escorted The NPC to the control room, a continues wave of enemies flood the room. The player must

collect the cogs to fix the gearbox whilst defending the NPC from death; if the NPC is killed, the area of the level will reset.

The player will have to test witch cogs go where in the gear box, as all the gears are different sizes. This could challenge the

player.

2

1 3

NPC hides in this room Whilst being defended

The game should feature some quiet, ambient and creepy sounds.

It should make the player tense and fearful, for example the soundtrack would

be similar to this:

https://www.youtube.com/watch?v=H_ix8dHZhUE

Where as the times in which the player finds them self in combat, the music

should still retain it’s features, but become faster and more intense such as:

https://www.youtube.com/watch?v=T0vufKCTmpo

What is the games unique selling point?

› The main character in the game is in a wheelchair and extremely vulnerable, coupled with the multiple ways to

complete each level it is a true puzzle game.

What replay ability does the game have?

› The games is based of random enemies spawns, witch means no 2 play through will be the same.

As well as this, There will be a deep story scattered about the world in secret and hard to find

areas. The players understanding of the story will become deeper each play through.

Why is this game different to other similar games?

› Unlike some other horror games, this game is built on the vulnerable main character, where

combat is something the player truly fears.