'Nightfall'

So upon discussing my concerns (mentioned in my previous post) with JT, we decided I should write up my progress through each project on their own pages of this blog. This one will be the first regarding the development of my designs for 'Nightfall' my survival game without narrative.


Initially 'Nightfall' was going to be a 3D survival game where the player had to build up shelter during the day before mysterious forces spread at night seemingly hunting the player.The player wouldn't see this force but would hope they survived each night. 


However for the sake of practicality I trimmed the design down to be a 2D game with a similar principal except creatures appeared at night the player could see. These creatures are almost featureless masses (with only legs and an eye) to further remove any potential narrative connotations.


Through my presentation in class we developed the idea further, with the addition of some tools to manipulate the environment in certain ways. It was also suggested that rather then 'killing' the player which would suggest the creatures are hostile in some way, instead the player should mysteriously transform into one of the creatures when caught. This removed a lot of the menace from the creatures and enhanced the mystery of the game. Josh was also concerned that the player may get bored during the night segments if they can't move, so to remedy this it was decided the player can still sneak around but they cannot move objects around the environment at night, also too much movement will alert the creatures.


After the presentation I began designing in more depth what environment objects would be scattered around the map and what tools would be available to the player.


The environment objects would be as follows:


Set Environment Objects


Rocks (Varying Sizes) - These will be set in place around the map and will provide suitable cover for the player to hide behind especially the larger ones. Rocks will also work as a key part of 'forts' the player may make to hide in. The downside to rocks is no objects can be properly attached to them only placed around or next to.


Tall Grass - Tall Grass provides a cover for the player to hide in, however should the creatures wander into the grass and come into contact with the player they will get caught.


Bushes - Similar to the tall grass except the patch would be smaller


Brick Walls - These will be small portions of brick wall to hide the player. Though they provide as much cover as the rocks they are also liable to be knocked over with enough force from of the mysterious creatures


Trees - Trees by themselves will not provide suitable cover for the player however suitable objects can be attached to them to create more solid structures.


Move-able Environment Objects


Wooden Debris (Varying sizes) - Wooden debris of each size is the most malleable object to use in building larger structures by attaching together and to trees. However they are easier to break by the creatures then the metal debris.


Metal Debris (Varying sizes) - Though metal debris can not be directly attached to anything it can still be placed in strategic positions to hide the player or lead the creatures astray. Metal debris is also more resistant then its wooden counterpart and can endure more from the creatures.


Tools and Equipment


Shovel - Using the shovel the player  may dig trenches or holes into the environment for various purposes, for example when a creatures enters a dig spot they will be slowed down for a few valuable moments. The shovel is however fairly weak it will break after digging up a few spots and the player will need to find another around the environment.


Bait - Bait can be laid at any spot of the environment to draw a creature (or several with more bait) to a particular spot. Bait can be helpful in trying to guide the creatures away from the player.


Adhesive - Though I am not yet decided about what this item will be (Adhesive for the moment) it works as a limited use item the player may use to stick bits of debris to others creating larger structures to hide within or deceive the creatures. This item would have a medium rarity allowing the player enough to secure some structures though not enough for the player to create structures big enough to totally evade and misguide the creatures.


The overall goal of 'Nightfall' is to last out as many nights as possible without being caught by the creatures. This task will get gradually more difficult as the amount of creatures appearing at night will gradually increase further endangering the player.


I have 2 ideas to potentially add a layer of depth to this idea. Firstly the addition of something must make sure to stock up on during the day to last the night. Initially I thought food however I wonder if that starts stepping into narrative realms I'd rather avoid so it requires some more thought and discussion with Josh and the others. My other idea would be the addition of non-lethal traps the player could create with relevant materials. These would entail little more then things to push the creatures in one direction should they come into contact with the trap or similar contraptions. I believe these traps would have to be non-lethal to maintain the desperation of the player against the creatures. Also the addition of lethal traps would perhaps also start dabbling into narrative, which as I've stated I want to avoid.


My overall goal for this game and 'Bloat' is the player can either take the game at face value and enjoy the game-play or if they wish they can imagine their own narrative to explain the goings on in-game. This would allow all players to have their own take on what they think is happening.