{"author_name":"Jason Lay","cat":"LD #29","comments":[],"epoch":1398475620,"likes":1,"metadata":{"p_key":"32381","p_author":"Jason Lay","p_authorkey":"18254","p_urlkey":"67888","p_title":"Truth \u2013 Design Document (Yeah right!)","p_cat":"LD #29","p_event":"LD29","p_time":"1398475620","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"18254","us_name":"Jason Lay","us_username":"jlay","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<h1><\/h1>\n <p><strong>Overview<\/strong><\/p>\n <p>A very minimalistic dungeon adventure, which explores life as we progress deeper into a dark and spooky underground cavern, seeking to find out what lies at the end.<\/p>\n <p><strong>Mechanics<\/strong><\/p>\n <p>This will be a typical first-person game making use of the familiar WASD and space bar control scheme to move the player.\u00a0 The mouse will be used to control the direction the player is facing as well as moving.\u00a0 Once a weapon is acquired, the left mouse button will be used to \u201cfire\u201d it.\u00a0 Interactivity with objects will happen automatically so the player doesn\u2019t miss the opportunity to interact with something.\u00a0 They will be funneled into the interactive spots and forced to interact.<\/p>\n <p><strong>Story<\/strong><\/p>\n <p>The game will be essentially story (albeit short) based.\u00a0 Using a first person camera will engage the player and make them feel as though this game is about them, maybe it is?\u00a0 The progression will be linear. \u00a0The player will gradually descend into an underground dungeon, essentially pulling back their flesh, finding out who they are.\u00a0 Triggers will be placed throughout the halls of the dungeon halls that guide the player.\u00a0 The story will be about digging in to one self.\u00a0 Finding ones true self, and told from the viewpoint of a video game character.<\/p>\n <p><strong>Aesthetic<\/strong><\/p>\n <p>The aesthetic will be very minimalistic due to the time constraints.\u00a0 It will be very dark, and the dungeon will go down deep (as deep as time permits).\u00a0 It will be peaceful, allowing for quiet reflection at times, and frightening at others.\u00a0 The movement of the player\u2019s character will be slowed, and will be made \u201cdeliberate,\u201d with the goal being to hear the sounds of a deep and empty dungeon and see the nothingness that lies within.\u00a0 The halls will be narrow, hopefully eliciting a feeling of claustrophobia.\u00a0 It will also (hopefully) allow the player to reflect on who they are and ask themselves if this relates to them.\u00a0 The element of surprise should play heavily into the game from start to finish.\u00a0 The ending will be unexpected\/surprising, the player will want to stay engaged to find out how the story ends.\u00a0 Due to time constraints, the dungeon will be very repetitive.\u00a0 Breaking it up with bits of text here and there will aid in breaking up the monotony.<\/p>\n <p><strong>Technology<\/strong><\/p>\n <p>Unity 3D 4.3.4 Professional Demo will be used as the engine for the game.\u00a0 Using prefabs and modular scripts will decrease development time by leveraging reusable parts.\u00a0 Maya 2014 will be used to generate low poly modular dungeon pieces.\u00a0 The pieces will employ mesh colliders generated in Unity and will be comprised of as few triangles as possible for performance and size.\u00a0 Texture size will also be kept to a minimum, which should give a nice retro look.\u00a0 Bfxr and Audacity will be used to create the ambient and interactive sounds of the environment, as well as some voice acting.\u00a0 Right now, there is no plan for music.<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>Next up: The technical design!<\/p>\n <p>&nbsp;<\/p>","time":"April 25th, 2014 8:27 pm","title":"Truth \u2013 Design Document (Yeah right!)"}