Prologue
As of this first developer update, our game, currently called Remembrance, is still not much more than a school project. It will remain a school project for the next 8-10 weeks. What happens after these next two months we have yet to see, but hopefully the group will continue to work on the game.
At the moment we are 17 students working together on a daily basis. The group consists of all the disciplines that should be involved in making a game: graphic artists (2D, 3D and animation), sound designers, musicians, programmers, designers, and game writers. All of us study our respective disciplines at the University of Skövde in Sweden, currently in the second year out of three.
In the beginning, four of the members in the group got together to pitch the game idea for the rest of the students for the upcoming school project. The basic idea was to make something unconventional. In the pre-pitch phase, we created some concept art and music to use during the pitch (together with a far too long design document), which will be included below:
As of this first developer update, our game, currently called Remembrance, is still not much more than a school project. It will remain a school project for the next 8-10 weeks. What happens after these next two months we have yet to see, but hopefully the group will continue to work on the game.
At the moment we are 17 students working together on a daily basis. The group consists of all the disciplines that should be involved in making a game: graphic artists (2D, 3D and animation), sound designers, musicians, programmers, designers, and game writers. All of us study our respective disciplines at the University of Skövde in Sweden, currently in the second year out of three.
In the beginning, four of the members in the group got together to pitch the game idea for the rest of the students for the upcoming school project. The basic idea was to make something unconventional. In the pre-pitch phase, we created some concept art and music to use during the pitch (together with a far too long design document), which will be included below:
Pre-pitch concept art by Gabriel Björk Stiernström.
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Pre-pitch concept art by Gabriel Björk Stiernström.
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Pre-pitch concept music by Gustav Arneback.
The game
The game
The point of the game is quite hard to describe
without spoiling the mechanics, something that we on day one agreed on trying
to avoid. We want the mechanics to come as a surprise to the player. This will
also in some ways compromise the openness of this development blog.
As already noted, we wanted the game to be
unconventional. When we use the word unconventional, we’re not talking about
revolutionizing the game industry. Rather, we had the idea to make a game that
challenges what you, the player, have learned from all those years you’ve
played video games. Something that forces you to think differently, and act
differently. We won’t even be close to making it as extreme as Antichamber (2013), but daring to try
new things will give you new possibilities to explore different parts of the
world around you.
The game as we think of it right now falls in
the same category as games such as Journey
(2012) and Flower (2009), which are both adventure/art games. We want our game to be beautiful, and we want to give the player an opportunity to
explore an abandoned but stunning world. Graphically, we're aiming to make a stylistic game, taking inspiration from the newly released Firewatch (2016). We chose this approach in part because it would suit the world and theme of the game, but also so that we would be able to create something presentable in only ten weeks.
The goal for the player is to help the main character rediscover its past. (We're writing "it" since the character shouldn't be thought of as a man or a woman. We want it to be a humanoid, sharing some aspects with a regular human, but not much more than that.) The main character, and others of its kind, used to inhabit this world, but for reasons unknown they're all gone now. for some reason though, the main character has returned, but without any memory of who it is, or what role it played in the now abandoned world.
Around the world there will be seven “points of
interest”, all including a specific memory (a flashback of sorts), one by one
helping the main character remember what has happened. When all seven places
and memories have been found, the player will hopefully have at least a hunch
of what happened in the world.
In the upcoming development blogs we will talk
more about all the different disciplines, initially focusing on graphics and
music.
Stay tuned!
- Lukas
- Lukas
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