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ABOUT MORGANICA GAME

A topic by Morganica created Nov 07, 2022 Views: 191
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Developer (5 edits)

Currently, my partners and I are finishing work on a demo version that will tell about the future game. This will not be a full-fledged fragment from the game, rather a visual interactive story about the future game.

Our ultimate goal, after completing work on the demo, is to find a Publisher, release the Game and then start creating an open multiplayer Virtual World, with its own rather strict laws and established foundations and already well-known History.

STORY

"Morganica” is a city in the otherworld where people who have been tricked into it are forced to kill each other in order to feed the Demons of Evil with the remains of their rivals


GENRE

Visual horror-action adventure game


PLATFORM

Universal. After starting a gaming session on PC, the next one can be continued in VR. And vice versa


DEVELOPMENT ENVIRONMENT

UNITY


TARGET AUDIENCE

  • Audience of action and horror games and movies
  • An adult audience that does not have time for long and complex computer games, prefers streaming series and is used to the comfort of streaming media products consumption


ESRB RATING

"M“ ("Mature") - people over 17 years old.


PASSING MODES

Before the start of each fragment, the Player can choose the passing mode:

  • Interactive cinematography where you can observe the plot development with limited interactive impact on the surrounding game world 
  • Full interactive immersion which is a traditional step-by-step passage with the use of all available game mechanics


DISTINCTIVE FEATURES OF THE PROJECT

  • Unlike most zombie games, killing these creatures is optional.
  • The commercial basis in the relationship with zombies and monsters is the key to success.
  • By choosing commercial activity as the main line of the plot development, the player can simultaneously use action mechanics for passing individual fragments.


PLOT

Kidnapped from the World of the Alive, a young man finds himself in a mysterious City, where the owners are the Demons of Evil. He is forced to exist by local wild laws. His new acquaintances among the locals, as well as new qualities of his character, allow him to completely change the life of the City, free it from the power of Demons and make the City open to everyone from the World of the Alive.

  • The plot is divided into six chapters (six issues)
  • Each Chapter is supplemented with a new location and a key character
  • The end of each Chapter determines the beginning of the events of the next
  • In some Chapters, their own unique storylines appear, that are acting within the general framework, though

Example:  in one of the Chapters, the Player can switch from the Main Character Enik's storyline to save Alice from the clutches of the pimp Rigan and throughout the game session (Chapter) help her to reunite with her beloved werewolf Dime. After finishing the session, the Player can choose Enik's storyline and participate in those events directly related to him.

Variant: After starting the session (Chapter) like as Enik, at one of the plot reference points, he can switch to participating in events related to Alice and Dime.

The end of each game Session (Chapter) is predetermined by the plot.

BY THE END OF THE SIXTH CHAPTER, WE GET A SUFFICIENT SET OF CHARISMATIC CHARACTERS AND A SUFFICIENTLY VAST SPACE FOR THE POSSIBLE FORMATION OF A MULTIPLAYER VIRTUAL WORLD, WITH ITS OWN RATHER STRICT LAWS AND ESTABLISHED FOUNDATIONS.

VISUAL STYLE





GAMEPLAY

The main purpose of Morganica City existence is to feed its hosts, the Demons of Evil, by offering human remains to a huge Corpse-Eater from which the Demons subsequently suck the juices digested by him. 

According to the plan of the Demons of Evil, people abducted by Priests from the World of the Alive, turned into insiders, must fight in a ritual “Bloody Harvest”, and their remains are used to feed the Corpse-Eater. But among the insiders there are quite enterprising people who found a common language with the locals (zombies, monsters, werewolves, spirits and inner demons) which they used to invent ways to avoid the “Bloody Harvest”, thereby saving their lives and ones of other insiders who are ready to do their errands or serve them. 

The gameplay is tightly tied to the development of the main storyline. Nevertheless, passing from one plot reference point to another is possible in various ways. It shows, albeit to some extent conditional, the variability of events.

THE WORLD OF MORGANICA, RESIDENTS AND THEIR RELATIONSHIPS

The demons of Evil are the masters of the city. Huge, soaring in the sky, multi-armed creatures, periodically descending to the Corpse-Eater to suck the juices out of him.

The Priests are a mysterious sect in the World of the Living, abducting people and delivering them to the City as insiders.

Insiders are abducted from the World of the Alive and now forced to participate in the “Bloody Harvest” - a time-limited slaughter in the “every self by self” mode, in which everyone tries to get more fragments of the bodies of their rivals to later feed the Corpse-Eater

Guards - they guard order, supervise insiders and local residents, maintain order, ensure the “Bloody Harvest", control the feeding of the Corpse-Eater.

Ripper is a monster, the executioner of the guards. He turns the guilty ones into food for the Corpse-Eater.

"Bloody Harvest" is a battle of insiders at a certain location, in the “every self by self” mode for a limited time, in order to get as many remains of their rivals as possible.

The corpse-eater is a huge body digesting the remains of insiders, from which the Demons of Evil suck the digested juice of human remains.

Feeding the Corpse-eater is a ritual event in which all insiders, one after another, bring bags with human remains that they were able to get either during the “Harvest”, or in any other way.  The one who could not get the right amount of “feed" sacrifices any of his limbs. Although this is an extremely painful procedure, in the world of Morganica, limbs regenerate quickly.

Businessmen, bandits and dealers are enterprising insiders who have found ways to get food for the Corpse-Eater without participating in the “Harvest”.

Zombies, monsters, symbionts, werewolves, spirits and inner demons are local residents, some of whom have established various business ties with enterprising and ordinary insiders, for such actions as  the search and sale of artifacts, contract killings, theft, etc. Sometimes the clash of interests of various united groups leads to bloody showdowns resembling a “Bloody Harvest".  And non-fulfillment of agreements is a direct road to the Ripper. Sometimes the clash of interests of various united groups leads to bloody showdowns resembling a “Bloody Harvest".  And non-fulfillment of agreements is a direct road to the Ripper.


CHARACTERS EXAMPLES







MECHANICS

  • Communication with the NPC is performed using pre-recorded animated cutscenes, which are selected using the keyboard or joystick
  • Inner Demons communicate with the Hero through television terminals hung in various places of the City
  • Movement: 
    • standard movement
    • parkour
    • movement on walls with characteristic features
    • of stealth (using a noise sensor - depending on the situation in the appropriate location
  • Horror:
    • screamers
    • are not conspicuous observers who leave the stage when looking at them
    • unexpectedly running figures
    • unexpected collapses, or other options for space transformation
    • sound effects
    • NPCs of inadequate appearance and behavior 
  • Firearms are used in the “Harvest” modes, by Guards and during internal showdowns. All ammunition is explosive.
  • Slashers - knives, katanas, axes, chainsaws are used.
  • Hand-to-hand combat mechanics are not used (!)


ARTIFACTS

They have a short temporary effect and a single application.  They can be used both for their own purposes and as a product on sale.

  • Increasing movement speed and jumping range
  • Increasing the power of weapons
  • Neutralizing enemy weapons
  • Causing loss of orientation and strength
  • Causing disorientation of the enemy
  • Causing temporary paralysis of opponents within a certain zone


MUSICAL AND SOUND ACCOMPANIMENT

  • Heavy ambient
  • Industrial noise
  • Various variations of hard and death metal
  • Various variants of aggressive electronic styles


INFORMATION RESOURCES


MAD DIVISION LIMITED

morganicaworld@gmail.com

+7 968 7416272