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Dreams Project: Europa Descent

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  • #91
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    www.mad-gfx.com | Dreams Collaborative Team

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    • #92
      EUROPA DESCENT: EXPLORING A NARRATIVE APPROACH TO LEVEL DESIGN

      Core Principles:
      - Using the story as the true vision for gameplay.
      - Treating games as storytelling medium: Gameplay and storytelling are one in the same.
      - Examining story themes and expressing them through game design.

      Movie Inspiration:
      - Surface: Interstellar / Europa Report / Life
      - Subsurface: The Abyss
      - Alien Mega Structure: Alien - Aliens / Event Horizon / Pandorum



      Europa Descent will feature a wide variety of narrative delivery methods:
      Mixing Player Agency (Allowing for gameplay) vs. Certainty of Delivery (Telling the story)

      - Environmental Storytelling: Low Certainty, High Agency
      - Triggered Dialogue: Variable Certainty, Variable Agency
      - Narrative Systems: High Certainty, High Agency
      - Cutscenes: High Certainty, Low Agency



      EUROPA DESCENT - STORY CONSTANTS:

      WHY: Theme
      Survival, Exploration, Curiosity

      WHO: Characters
      Lowell (Player Character - Android) & Deming (2nd Android) / Light Ones (Aliens - new to Europa) / Old Ones (Aliens - have been on Europa for millions of years) / Previous expedition logs/wreckage.

      WHERE: Setting
      2087, Europa (Jupiter Moon), Cinematic Approach, Surface, Subsurface and Alien Mega Structure exploration.
      Feelings that these spaces create: Isolation, Verticality, Vertigo, Claustrophobia, Foreign / Alien

      EUROPA DESCENT - GAME VARIABLES

      WHAT: Plot and events -> Mechanics
      - Summary: After crash-landing on the frozen surface you must survive the harsh environment, interacting with your co-pilot and continue your prime directive, exploring the subsurface for signs of life.
      - Breakdown: Story- Learn about the setting / aliens. | Gameplay - Survival: in a hostile environment - Escape: The Old Ones / Outwit: Stealth, Puzzles
      - Genre: Three Phase - 1) 3rd Person Liner RPG / Survival / 2) Side Scrolling Action / Survival Game 3) 3rd Person Liner RPG / Survival

      WHEN: Time of events (relative to each other) -> Pacing
      Linear storyline, Parallel storytelling, Slow - suspenseful moments, Quick ramp into and out of action.
      - Story: Fast moments: Cutscenes, QTEs / Slow, tense moments: Environmental storytelling, data logs, radio transmissions.
      - Gameplay: Fast action mixed with slower, tense moments
      -- Movement Incentives: Threat, Objective (Survive, Breadcrumbs, Reach the Lander etc), Movement (movement around the player, other NPCS), Time Limits
      -- Movement Deterrent: Tension (perceived threat), Obstacles, Change in gameplay movement (Puzzles, Dialog and Path choices)

      HOW: Presentation -> Tone
      - Setting the Tone: Cameras and viewpoint, Lighting, Colour Pallet, Writing (characters, menus, UI), Character Performance (acting, VO), Music and SFX
      - Story Overview: Suspense and danger, Camera Control (tight vs wide) tense music, personal moments, moments of levity. Omnipotent point of view.
      - Gameplay Breakdown: Cinematic’s Introduction/Key Moments, Third Person* Survival (Surface gameplay) Side Scrolling Action (Subsurface gameplay) Third Person* Survival. Tense Music and Atmospherics.
      *Note during the Third Person sections of gameplay there will be brief First person interaction sections.

      [UPDATE] EUROPA DESCENT DREAM STRUCTURE



      DREAMS:

      - Total Dreams: 53

      Dream Breakdown
      - Introduction: 1
      - Surface: 10 / Single Path: 8
      - Subsurface: 22 / Single Path: 17
      - Alien: 20 / Single Path: 11

      - Single Path Total: 37
      -- Possible Deviations: 8
      --- Total Possible Paths: 192

      CUTSCENES:

      - Total Cutscenes: 7 (5 Single path / 3 Endings)
      -- Single Path Runtime: 360 seconds (6 minutes) / Total Runtime: 480 seconds (8 minutes)

      Cutscene Breakdown:
      - Introduction: 180 seconds
      - Subsurface Descent: 30 seconds
      - Subsurface: 30 seconds
      - Alien Descent: 60 seconds
      - Alien Conclusion: 3 x 60 seconds(edited)
      Last edited by Fahran1979; 11th July 2018, 02:43 PM.
      www.mad-gfx.com | Dreams Collaborative Team

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      • #93
        Surface Debris - containing limited duration player powerups (30s) allowing access to new map routes (within 25s of source) via runspeed, strength and jump boosts, damage mitigation.

        These will be a mix of lander parts and previous probes sent to Europa (we might experiment with emitters randomly spawning objects/powerups to shake things up) and place multiple paths within reach.
        These objects can also contain datalogs and narrative recordings where required.

        - Note: most debris will be placed either inside impact craters or buried (some will be hidden from clear sight and require discovery). If appropriate strobes/sparks will be added.

        Click image for larger version  Name:	ED-Surface-Debris-6.jpg Views:	1 Size:	96.8 KB ID:	4892
        Last edited by Fahran1979; 17th July 2018, 02:47 AM.
        www.mad-gfx.com | Dreams Collaborative Team

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        • #94
          www.mad-gfx.com | Dreams Collaborative Team

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          • #95
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            • #96
              Hey, just wanted to chime in and say that I love your artwork / design concepts

              As a huge space nerd, I'm looking forward to how this project develops!



              Check us out at /r/Azerothdreams!

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