Monday, 21 January 2013

Play, Iterate, Play, Make: Ideas and Research

For my gameplay theory project i will be creating a level for a game and a game design document chronicling the technical and visual aspects of the level.

Premise
I have decided to go with a fantasy meets a detective story style of game. The game will be set in a fantasy world during an industrial warfare era akin to World War 2. The objective of the player is to investigate crimes that have been committed by dangerous and powerful wizards and mages. The player will have to use the power of deduction, inquiry and puzzle solving to complete the case.

The setting of the level will be a street inside a medieval city wall. The street will probably have a police car of some description outside of the crime scene that will be inside an apartment. To accommodate the 40's era style I will be adding telegraph poles, lampposts tram lines and a river, maybe adding a factory if time permits.


Research
As my game idea employs the detective/film noir-style i have used Team Bondi's L.A Noir as a starting point for my research. The game is set in L.A during the 1940's and revolves around the player trying to find clues by searching crime scenes and questioning witnesses in order  to bring criminals to justice. I want to use this as the basis and the setting for my level. 

Another example that i want to replicate for my level are the aesthetics of Dishonored. It is set in a Victorian era city akin to London in where technology is powered by whale oil, guards carry flint-lock style guns and swords, and ships are metallic and self-powered. This style is very inspiring towards my idea since it combines elements from different time periods that wouldn't normally work.



http://www.rockstargames.com/lanoire/features/
http://www.dishonored.com/#/home
http://www.dandwiki.com/wiki/SRD:Sorcerer/Wizard_Spell_List