They say “journey of a thousand miles begins with a single step”. While I despise clichés, they are so for a reason, I guess. I had to teach myself that the best way to start a project is simply to start it. The “how’s” and the details must be ignored at first. Your doubt as well. You simply need to start somewhere. But what if my first “single step” is more of a giant leap? What I can’t make this leap? What if the scope of the first project is simply too big for me? Damn it. I am doing it again.
I feel like video games have been made for me. The perfect marriage between storytelling and programming. I truly believe that, someday, video games, due to the active nature of playing them, will be the best media for storytelling. They can take advantage of the empathy of the player; as result, will affect him/her more. Also, the technical part is insanely fun for me as well. So here we go. The first quest.
Quest 1_1:
Love. There have been hundreds thousands of arts about it already, including video games. It’s the most overdone theme probably in human history. Yet, no game has used its unique advantages, i.e. a human literally controlling a character, to truly capture the feeling of love, specifically the dark side of it. So, you know what? I am going to make it.
The married components, I talked about earlier, in video games are writing and programming. Or, story and gameplay. The married couple work better if they complement each other. When they enhance the experience of the other by becoming similar in tone and theme.
So, that’s priority number one for me. Story should be told by the gameplay. Gameplay has to make sense in the context of the story.
Speaking of story and gameplay let me tell you the pitch of the project:
So, 2D side scroller game, where the player can move right or left in a mazelike environment. The player is attracted to an amusement park and enters a love-themed house to search for the girl he loves. The character is desperate to fix his unrequited love story by proving his worth.
Pretty simple, right? Well, I hope so.
As I said story and gameplay should work together so how do we invoke the feeling of desperation, confusion, and love through gameplay? How can we make the person playing the game be just as desperate as the character to reach his beloved? These are achieved through the unique gameplay mechanics:
- Character has 2 bars:
- A health bar which dictates whether he is alive or dead
- An Oxygen bar which affects the health bar.
- Once the character enters the house his O2 bar will continuously decrease, when it reaches a certain level the health bar, as well, starts to decrease but at a much faster rate.
- The only way you could preserve your life is by defeating monsters in the house. However; monsters are hard to kill and ammo is extremely limited.
- Once a monster is dead, a small amount of O2 is restored thus restoring your life.
- Certain story events relating to the girl, as well, might affect the character’s O2. If he sees her, for example, his O2 is restored, but decreases when she leaves.
(Love isn’t a single feeling. It depends on which type of love. For a dark, toxic love, you feel like you can’t breathe. Like your chest is weighing you done. And this affects your mood. And this exactly what I hope what both bars will achieve.)
- Character can fight monsters (with a gun and limited ammo), explore the house, solve puzzles.
- Character has a mobile phone that can
- Keep track of his current info (ammo, O2, health, etc)
- Consult a map for the house.
- Write notes to help solving puzzles.
- Has a messaging app where he can interact with other characters, and most importantly the girl herself.
And that’s basically it. I am going for a minimalistic style of game where the mechanics are simple yet powerful enough to produce some interesting moments story wise.
All I need now is tasks to be done in a certain deadline. I will take a modular approach by dividing up the project. I hope this will help me actually complete the damn project.
The tasks for deadline 1 are as follows:
- Start writing the story, not necessarily finish, but figure out the basic structure and plot points and write as much as i can.
- Complete the player character (movement, design, animation, etc..)
And both must be done in end of the week. (I hope)
So, today is 11/7 then see you at 15/7, I suppose. Hopefully I won’t stare at the flashing cursor in Microsoft Word on an empty page without writing anything.