Tuesday, 13 January 2015

The Hunted - Environment Concepts

Dangerous Waters ahead...

For me, trying to think of the right environment to fit the right moment is a pretty complex idea to sculpt together. I feel like I should finalise the rough script before 100% deciding on any environments I've sketched so far. 

Quick 5 minute per frame sketches in Photoshop helped me to get idea out of my head and down onto the canvas, but they feel too lacking compared to what I want to feel from my game. Maybe some test renders would help me out in this aspect.

Nothing looks right until it's coloured though, right?




The game will be of standard Story-based nature. An environment will be the prime focal point for the players attention. The flames will be animated to move, and any interactions will be embedded to animate on top of the overall environment.

Some camera movements will reflex the sight of the character, what they are seeing what is capturing their attention. However this is limited.

Should be fun to flesh these out and have a semi-final rendering of a few textures.

Watch this Space~

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~

The Hunted - Flesh it out - Characters

Next step, Concept!

We got the plot, but we need visuals to make a game. Using Fungus, I'll have to:

  • Create my own character sprites and environments.
  • A small script will have to be crafted, indicating the various routes the player can take.
  • Animated features will have to be planned out in regards to the movement.
  • Rough storyboards could help sculpt the idea as planned.
Lilith Mentira
As the game progresses, Lilith's personality takes a turn. She starts as a quiet woman who keeps to herself and less bother to others. As the game continues and people start to see the power she holds they fear her. To accept their anxiety and fear, she begins to hate them. Turning her into a vengeful, dangerous character.

Starting with some concepts for her appearance, and attire I created a final concept for our main lady:





Demon-creatures
Singling out a concept for the demon creatures that roam Lilith's world was difficult to start, but inspired by the "Heartless" from the Kingdom Hearts series (copyright Square Enix, Disney) these are my creations:





Various Characters
Aside from Lilith,within the first chapter you don't encounter more then a handful of other human beings. As such, the detail into their background doesn't have to be as much as it was for Lilith.


As such, these are the varying characters that may (or may not) be seen in this first chapter. One of my future posts will include the designs for said characters. 

For now, I conclude the main characters~

Watch this Space~


Monday, 12 January 2015

Hunted or Hunter? - The Idea

Let's get starteddd.

Using the Fungus engine for Unity 4.6 I am going to attempt to do something I've always wanted to do - Create a game! The Fungus Engine is a story-based type of engine that was created to allow artists a more simpler way of creating a small game. Here I am!

The game I want to create is a story run RPG called "The Hunted".

You play as a character called Lilith Mentira, who's family has come together to celebrate her 21st Birthday. Yet, all is not as it seems. The town of -- quickly turns from peaceful into chaos and ruin. Demons flood the streets, slaughtering humans and destroying everything in their path. They're searching for one person specifically: Lilith - of course.

Using a base of user interactions to change the outcome of the story, the player must find a way out of the ruined town, to seek the answers as to why the demons want her.

The Mentira family have a secret that has passed down through the generations since the early origin of the family name. Not to give away the plot, but a contract was made with their ancestors and the demons to inherit a power that is passed down through the generations. A power that gives them domination over the demons. Like a protector of sorts.

Of course, this plot is too long to play through as a single game - especially to make for someone who's never done a game before. So, the plan is to split it into various chapters that will be released month by month in a total of 5 chapters. This makes it more manageable.


Chapter 1 = Escaping from disaster, Hunted down by demons, Escaping their grasp.
Chapter 2 = Next plan of action, Finding where to go, what's the next steps to take.
Chapter 3 = The explanation, what is going on, why is this happening
Chapter 4 = The Confrontation, Tracking the demons down their source and facing the problem.
Chapter 5 = The Resolution, The sum up.


That's the over all plan for The Hunted. My next post will be about the concept of the idea and how I plan to piece together Chapter 1.

Watch this space, bloggers. ~

-Kayleigh, Illustrator