- Joined
- Jul 23, 2015
- Messages
- 51
- Reaction score
- 101
- First Language
- English
- Primarily Uses
Game Synopsis:
Abstract:A concept game, of sorts; Follow Will as he engages with four distinct realities across three acts. Each reality abides by its own rules, with new, relevant, mechanics overwriting the old.
Unabridged:
The first act is notable for establishing two distinct realities, a hyper-reality with a game reality inside it, and then showing the first few instances of blurring between them for Will. Its a very narrative orientated, shorter, act and could better be considered an introduction to the actual game.
When 'playing' Will's real life sequences players have no means of pausing or saving (there is actually an autosave, just to avoid annoying folks), or even controlling Will. Dialogue will be voice-acted and music will be diagetic.
The faux mmo has an action battle system and a few conventional 'skilling' systems, like smithing, cooking and fishing.
The second act takes the realistic setting of the first and imposes a game-like structure. As a sandbox the player is able to explore the real world as a game. Distinguishing characteristics of this act are:
-No levelling; stats are decided largely through choice of equipment, which in turn is regulated through money. Will's sprite also changes to reflect his current equipment.
-Weapon durability; things break if you don't look after them.
-A first person battle system without any health bars or such; you gauge your own health by the shade of the screen, and
your enemies health by its changing graphic. Health recovers over time, you can't just drink a potion.
-Hunger, thirst, and tiredness meters; real life can kill you in more ways than one.
-All the inconveniences of real life :3 ; areas can only be accessed at coherent times, pick an item off the shelf and carry it to the shopworker, learn skills by reading, etc.
The final act will be a traditional dungeon crawl and, while it will be the most recognisable of all the acts as an actual rpg, it could better be considered as reality reasserting itself; with the wildly high fantasy being offset by exploration of some of the darker tropes in games. While less developed than the other acts, here are some of its features;
-Eight classes that can each utilise two distinct playstyles.
-'Traditional' sideview combat. No ATB though; time is a thing of the past!
-Varied level design, including the rather risky 'assymetrical dungeon'.
-Weapon Augmentation.
-Everyone's favourite; Achievements!
Unabridged:
The first act is notable for establishing two distinct realities, a hyper-reality with a game reality inside it, and then showing the first few instances of blurring between them for Will. Its a very narrative orientated, shorter, act and could better be considered an introduction to the actual game.
When 'playing' Will's real life sequences players have no means of pausing or saving (there is actually an autosave, just to avoid annoying folks), or even controlling Will. Dialogue will be voice-acted and music will be diagetic.
The faux mmo has an action battle system and a few conventional 'skilling' systems, like smithing, cooking and fishing.
The second act takes the realistic setting of the first and imposes a game-like structure. As a sandbox the player is able to explore the real world as a game. Distinguishing characteristics of this act are:
-No levelling; stats are decided largely through choice of equipment, which in turn is regulated through money. Will's sprite also changes to reflect his current equipment.
-Weapon durability; things break if you don't look after them.
-A first person battle system without any health bars or such; you gauge your own health by the shade of the screen, and
your enemies health by its changing graphic. Health recovers over time, you can't just drink a potion.
-Hunger, thirst, and tiredness meters; real life can kill you in more ways than one.
-All the inconveniences of real life :3 ; areas can only be accessed at coherent times, pick an item off the shelf and carry it to the shopworker, learn skills by reading, etc.
The final act will be a traditional dungeon crawl and, while it will be the most recognisable of all the acts as an actual rpg, it could better be considered as reality reasserting itself; with the wildly high fantasy being offset by exploration of some of the darker tropes in games. While less developed than the other acts, here are some of its features;
-Eight classes that can each utilise two distinct playstyles.
-'Traditional' sideview combat. No ATB though; time is a thing of the past!
-Varied level design, including the rather risky 'assymetrical dungeon'.
-Weapon Augmentation.
-Everyone's favourite; Achievements!
I'm not particularly proud of my mapping or anything but the mods want five varied screenies =P
This is an image of one of the mmo maps. You can (barely) see that the def buff is active and that the heal skill is on cooldown. I'll be adding a chatbox when I finish the script and I'll be fancifying the HUD soon under Takeo's insistence xD
This screen shows the beginnings of the Act II Battle system. The red border indicates damage taken.
Luther's Guns in Act II. Hopefully speech bubbles will be recognised as the intermediary between the voice acting of Act I and the text boxes of Act III.
The Achievement scene in Act III; one of the first scripts I ever did :3
Graphics:
Modern Day Tiles Resource Pack - LunareaZombieSurvival Resource Pack - Lunarea
Futuristic Tiles Resource Pack - Celianna
Misc. art resources by David Morgan
Futuristic Tiles Resource Pack - Celianna
Misc. art resources by David Morgan
Banner:
If you want to support the project (you darling, you!) then just copy/paste the above image. I've been assured that it'll work, but let me know if it doesn't
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