Sleepless Night: Unterschied zwischen den Versionen
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* Monsters will also have a certain level of detail (body shapes, expressions, functions) to scare and surprise the player in a encounter. The design complexity increases in game’s phases and will be matched with the panic scale (discomfort, fear of losing control, fear of dying etc.). | * Monsters will also have a certain level of detail (body shapes, expressions, functions) to scare and surprise the player in a encounter. The design complexity increases in game’s phases and will be matched with the panic scale (discomfort, fear of losing control, fear of dying etc.). | ||
===References & Sketches=== | ===References & Sketches=== | ||
<gallery widths="180px" heights="120px"> | |||
Gamereferences.jpg|mini|caption|left|Game references | |||
Reference biological horror.jpg|mini|caption|left|References for biological horror | |||
Reference psychological horror.jpg|mini|caption|left|References for psychological horror | |||
Sketches for monsters.jpg|mini|caption|left|text-bottom|Sketches for monsters | |||
</gallery> | |||
==Story== | ==Story== | ||
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order not to disrupt the horror experience and to allow the player to really immerse into the | order not to disrupt the horror experience and to allow the player to really immerse into the | ||
setting. | setting. | ||
The menu screen is kept rather simple for the same reason. | The menu screen is kept rather simple for the same reason. | ||
<gallery widths="180px" heights="120px"> | |||
UI firstdraft.png|thumb|First UI draft | |||
First draft menu.png|thumb|First menu draft | |||
</gallery> | |||
== Asset Liste== | == Asset Liste== | ||