So here we are, re-calling the fun and lessons of the last two years to produce the most bad ass thing we have ever made. The dissertation is something I fear, but also something I want to grab by the horns and tame. And come the end of the year when I have a prize winning bull to take to employers, hopefully it will knock them all down and respectively prove that I can come up with some pretty awesome products.
Since the end of second year I have been deep in thought about the endless possibilities of the dissertation and finally decided upon a game. A horror game, to be exact, where I could show off my skills as a 3D modeller and designer, whilst displaying an understanding of coding, which is not my forte. In fact, the minimal use of code combined with design aspects (in my mind) could prove that a great game could still be made, if designed well.
The general idea of the game was that the player would exploring an abandoned hotel, solving puzzles and experiencing (and avoiding) really horribly scary things. . .
The players oldest friend and love interest is an investigative journalist who has gotten leads that something 'funny' has been happening at the hotel. After some time of not hearing from, or being able to contact her, the player decides to go check out the hotel for himself. This basic plot line would be explained in a voice over during an introductory cut-scene which is pictured here.
After entering the hotel, the player would find notes left by the love interest explaining her journey through the hotel, also acting as a guide for the player. If a note explained that she was heading to room 101, the player would know that is where they too, should go.
I managed to achieve this effect fairly early on in development, using GUI textures to neatly represent an old, grubby note that might be left lying around.
I also investigated articles on horror games from today; what is enjoyed, expected, and things that should be avoided when writing effective horror elements in games. To my delight, I seemed to share some of the right ideas with Mike Birkhead on Gamasutra, who said:
"Being alone we are exposed and weak. We have no protection, so our
potential for loss is greater. To turn this from unsettling to
suspenseful, though, we must
demand action from the player. Being forced to cross this deserted amusement park is going to be a nail-biting experience."
This pretty accurately correlates with my game, as the player must carry on, through the scary experiences to progress in the game.
However having started back at uni, I am not sure whether this game is the best way to go with my dissertation. The scope of the project is do-able, as I have created a lot of the assets, and a lot of assets can be re-used, and I understand how to put the project together. However I feel this game may not be specific enough for employers. Of course I am having ideas every day, but I'm also trying to be strict and only let the best ideas through. In some time, and hopefully a few words with Tutors will put me on the right track. Until then, I will keep recording ideas, and may even post some more on this game. . .which I will make someday, if not for dissertation. Any comments, feedback or ideas would be great though :)
Bibliography:
Mike Birkhead: Opinion: How To Make A Scary Game, (September 8th, 2011)
Available:
http://www.gamasutra.com/view/news/37075/Opinion_How_To_Make_A_Scary_Game.php#.UIS7iGc8G7x
Last accessed 22nd October 2012