Tuesday, 13 January 2015

The Hunted - Story time

Next up, Drafting out the story plan.

As a Story driven game having a rough script out for the actual outline of the plot of each chapter is a smart way to go about things. Without revealing any of the details of the plots of the next chapters, I created a colour coded document that allows me to split off depending on the various user interactions and spin the story off in various directions.

It can become a bit complex, having the story branch off so many times, but all the knots are tied by the end of each chapter. The outcome can only be one of two things depending on the options the character has chosen, however the method of getting there changes depending on what's been chosen. That's what makes this game so personalised, in my mind.


This makes the script pretty special.





Other Features

Inventory System
I hope to include the likes of an Inventory system, allowing the player to pick up items like Keys, knives, weapon-like items (big stick, crowbar, metal pole), string, pin (for lock picking). To obtain the use of this system the player must obtain the Bag within the interactive world.

The player will not have a equipment slot at all, it will be a simple system that will allow them to collect items that they can use to progress with various puzzles. The typical "Amnesia" style of system here.

Action display/visuals
Various aspects of the game will be visually displayed in a box. For example, if you find a key then the key will appear on screen. This effect is similar to the MMORPG Mabinogi (developed by Devcat, distributed by Nexon). I want to keep the background and give the picture object a specific feel that makes it stand out from the background. Showing the player it's a key item. Here's a few references of the different ways in which Mabinogi does this:




Emotive portraits
Not a main feature but a possible addition will be to have 'emotive' portraits of the characters you come into play with throughout the game. Expressions ranging from neutral, sad, happy, irritated and angry might add a bit more depth to the game itself. More like to the characters and a more enjoyable experience.



So far, these are the only additional features I hope to be adding. If I consider any more this post will be updated!

Stay out of the Dark~

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