Posted March 04, 2021 by Berkay Telli
I am aiming for this post to be a reference point for me in the future. From now on I will refer to Memoirs of C.F. Bundy as "the game". The following is a rundown of the current version of the game and comparisons to its predecessor, an HTML point and click game I called Moments of Sufficient Lucidity. The game will be similar to it in terms of story but hopefully expand upon the ideasI already explored. I am also building it in Unity3d this time. In this post I analyzed the older versions of the game as I needed to re-familiarize myself with my code and collect ideas to incorporate into the game in the future.
Controls & Mechanics
In the game the player controls what I call a "blob". I figured that the player is a smell that triggers the giant's memories. So I am aiming for the controls to be buoyant, light, and a little bit slippery in order to achieve a sense of "formlessness". The game in its current form allows the player to :
Graphics
I am using two free plugins. RetroFX & Volumetric Lights. I am also using a three color palette that evolved from the HTML version of the game. Dithering effect from the RetroFX plugin produces different shades of these colors and far away objects dissolve into little dots which I find fitting.
I am using simple low-res textures for pretty much all my assets. I found that it works well with the current shading. So far there are couple versions of sand and stone textures. I assume that won't change much because of the narrative.
Volumetric lighting gives me directional light shafts I can use to guide the player towards progress.
Story
The game currently has one scene called "ThoughtScape". I originally intended this place to be a dreamy, deserted dune where everyday objects like books, cups, matches etc. were making up the architecture of the space and giving the player a chance to explore interesting geometry. The idea was that the objects around have lost their original purposes and in the process their materials and scales were also skewed. I was imagining the space from the perspective of that one stone giant buried in the sand who also went through the same process. The player can click on the "nose" part of the giant and proceed to the next level (which is not there yet).
In the HTML version of the game the player enters through the nose and into the brain. Where they can rotate around with a gear in the middle and view the three different areas. In each area I explored a different aspect of a decaying mind. On the left were a bunch of old boxes. Clicking on them would take the player to a GIF of people losing and regaining shape as a track of whispering sounds played. Clicking on the door in the middle would take the player to a table. On the table was a puzzle of a winter cabin scene with sounds of children playing suppressed by the sounds of a snow storm. The puzzle itself would reshuffle the moment player had solved it. On the right was a staircase going down. It would lead the player to abasement scene in which there was an old television the player could use to communicate with the mind. The player could ask the mind their age, name or location and the mind wouldn't remember any of that. The player could also determine what the right answer to these questions was and the mind would go along with it. This room was also where the track All You Are Going To Want To Do Is Get Back There by The Caretaker played, which was a major influence on the project.
In the upcoming three months, (other than finding a better name) I plan to implement at least the following:
Controls & Mechanics
Graphics
Story
I have decided to shift the design perspective for the environments to the perspective of the smell. In contrast to the idea that objects around have lost their original purposes, I propose objects never had prior purpose. They are pure geometry. I'd like to think this allows me to design a more abstract environment and give me more freedom in creating obstacles for the player to overcome.