REVILL: Unterschied zwischen den Versionen
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Das hier ist die Wiki Seite | Das hier ist die Wiki Seite zum Spiel REVILL im Rahmen der Game Production Vorlesung im Sommersemester 2022. | ||
== Rollen und Aufgaben im Team == | == Rollen und Aufgaben im Team == | ||
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The main theme of REVILL is the feeling of uncanny valley. The subtle feeling that something is off, paired with the inability to discern what it is exactly. Another prevalent motiv is the idea of purgatory and damnation as the player is, like the main character, forced to repeat a horrible mistake from the past over and over again. | The main theme of REVILL is the feeling of uncanny valley. The subtle feeling that something is off, paired with the inability to discern what it is exactly. Another prevalent motiv is the idea of purgatory and damnation as the player is, like the main character, forced to repeat a horrible mistake from the past over and over again. | ||
The goal is to make the player feel an uncanny feeling that should be present in every aspect of the game. Music, Game Art, Lighting and Level Design should all be in service of this main idea. | The goal is to make the player feel an uncanny feeling that should be present in every aspect of the game. Music, Game Art, Lighting and Level Design should all be in service of this main idea. | ||
REVILL draws inspiration from horror games like Layers of fear, Martha is dead or P.T. The focus lies on the story and the atmosphere, which is conveyed, rather than on fancy game mechanics or action sequences. | REVILL draws inspiration from horror games like Layers of fear, Martha is dead or P.T. The focus lies on the story and the atmosphere, which is conveyed, rather than on fancy game mechanics or action sequences. | ||
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The game REVILL is a first person walking simulator. The main game mechanics consist of searching for story hints and usable items inside the game world. The player can move with W A S D, can sneak with SHIFT to reach low places and for example look underneath a table. By pressing SPACE all interactable items light up, so that the player knows where to find the objects. Items with which the player has already interacted with, don't light up and can’t be interacted with anymore. | The game REVILL is a first person walking simulator. The main game mechanics consist of searching for story hints and usable items inside the game world. The player can move with W A S D, can sneak with SHIFT to reach low places and for example look underneath a table. By pressing SPACE all interactable items light up, so that the player knows where to find the objects. Items with which the player has already interacted with, don't light up and can’t be interacted with anymore. | ||
The player can select an item to interact with by pressing LMB. | The player can select an item to interact with by pressing LMB. | ||
There are two outcomes after clicking something interactable, the item can either be picked up or trigger a short text monologue. The first option results in picking the item up. The player then can look at a 3D version of this item which can be rotated with LMB to inspect it further and to find more clues. There is no such thing as an inventory. Items the player picks up are shown at the top of the screen as a little simplified icon. After using an item it disappears from the screen. | There are two outcomes after clicking something interactable, the item can either be picked up or trigger a short text monologue. The first option results in picking the item up. The player then can look at a 3D version of this item which can be rotated with LMB to inspect it further and to find more clues. There is no such thing as an inventory. Items the player picks up are shown at the top of the screen as a little simplified icon. After using an item it disappears from the screen. | ||
The other option after clicking at something is to get a short text on screen from Arthur describing how he feels or giving an anecdote about the item. The player can trigger this monologue only once and it can’t be skipped. | The other option after clicking at something is to get a short text on screen from Arthur describing how he feels or giving an anecdote about the item. The player can trigger this monologue only once and it can’t be skipped. | ||
Doors have a special mechanic and serve as transition portals between the diner and the research facility. Many times the player opens a door or exits a room the environment changes between the research facility and the diner. Every time the player comes back to the diner, the arrangement of furniture and room structure changes and the crash test dummies sitting there take different poses. The lighting is also different and gets consequently creepier and darker. However, the arrangement of rooms in the research facility doesn’t change. | Doors have a special mechanic and serve as transition portals between the diner and the research facility. Many times the player opens a door or exits a room the environment changes between the research facility and the diner. Every time the player comes back to the diner, the arrangement of furniture and room structure changes and the crash test dummies sitting there take different poses. The lighting is also different and gets consequently creepier and darker. However, the arrangement of rooms in the research facility doesn’t change. | ||
The goal in REVILL is to explore the story and to fire the nuclear bomb at the end. There are no possibilities of dying. | The goal in REVILL is to explore the story and to fire the nuclear bomb at the end. There are no possibilities of dying. | ||
== Level Design == | == Level Design == | ||
Diner 1: | Diner 1: | ||
[[Datei:Diner 1.jpg|400px]] | [[Datei:Diner 1.jpg|400px]] | ||
Diner 2: | Diner 2: | ||
[[Datei:Diner 2.jpg|400px]] | [[Datei:Diner 2.jpg|400px]] | ||
Diner 3: | Diner 3: | ||
[[Datei:Diner 3.jpg|400px]] | [[Datei:Diner 3.jpg|400px]] | ||
Research Facility: | Research Facility: | ||
[[Datei:Research Facility.jpg|400px]] | [[Datei:Research Facility.jpg|400px]] | ||
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happening. You complete the game by uncovering the story and once more | happening. You complete the game by uncovering the story and once more | ||
reliving Arthurs mistake. | reliving Arthurs mistake. | ||
== User Interface == | == User Interface == | ||
Start Screen: | Start Screen: | ||
[[Datei:Image11.jpg|400px]] | [[Datei:Image11.jpg|400px]] | ||
Pause Screen:<br> | |||
Pause Screen: | Pause Screen: | ||
[[Datei:Image6.jpg|400px]] | [[Datei:Image6.jpg|400px]] | ||
In-Game Interface - Interaction with objects:<br> | |||
In-Game Interface - Interaction with objects: | In-Game Interface - Interaction with objects: | ||
[[Datei:Image2.jpg|400px]]<br> | [[Datei:Image2.jpg|400px]]<br> | ||
[[Datei:Image1.jpg|400px]] | [[Datei:Image1.jpg|400px]] | ||
Inspiration:<br> | |||
Inspiration: | Inspiration: | ||
[[Datei:Image9.png|400px]]<br> | [[Datei:Image9.png|400px]]<br> | ||
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Objects | Objects | ||
CoffeeMachine.FBX | CoffeeMachine.FBX | ||
DoorInner_A.FBX | DoorInner_A.FBX | ||
DoorInner_B.FBX | DoorInner_B.FBX | ||
ExitSign.FBX | ExitSign.FBX | ||
FireExtinguisher.FBX | FireExtinguisher.FBX | ||
FireExtinguisherSign.FBX | FireExtinguisherSign.FBX | ||
Flags.FBX | Flags.FBX | ||
Hanger.FBX | Hanger.FBX | ||
Hat.FBX | Hat.FBX | ||
Jalousie.FBX | Jalousie.FBX | ||
JalousieOpen.FBX | JalousieOpen.FBX | ||
Jukebox.FBX | Jukebox.FBX | ||
KitchenCabinet_A.FBX | KitchenCabinet_A.FBX | ||
KitchenCabinet_B.FBX | KitchenCabinet_B.FBX | ||
KitchenCabinet_C.FBX | KitchenCabinet_C.FBX | ||
KitchenCabinet_D.FBX | KitchenCabinet_D.FBX | ||
KitchenShelf.FBX | KitchenShelf.FBX | ||
LampCeiling.fbx | LampCeiling.fbx | ||
Mat.FBX | Mat.FBX | ||
Materials | Materials | ||
Menu.FBX | Menu.FBX | ||
MenuOnStand.FBX | MenuOnStand.FBX | ||
MenuStand.FBX | MenuStand.FBX | ||
Modules | Modules | ||
Painting_A.fbx | Painting_A.fbx | ||
Painting_B.fbx | Painting_B.fbx | ||
Painting_C.fbx | Painting_C.fbx | ||
Painting_D.fbx | Painting_D.fbx | ||
Painting_E.fbx | Painting_E.fbx | ||
Pizza.FBX | Pizza.FBX | ||
PizzaPiece.FBX | PizzaPiece.FBX | ||
Rag.FBX | Rag.FBX | ||
Signboard.FBX | Signboard.FBX | ||
Sink.FBX | Sink.FBX | ||
SmallProps | SmallProps | ||
Sofa.FBX | Sofa.FBX | ||
SofaDouble.FBX | SofaDouble.FBX | ||
Stool.FBX | Stool.FBX | ||
TableRect.FBX | TableRect.FBX | ||
TableSquare.FBX | TableSquare.FBX | ||
Tableware | Tableware | ||
Telephone.FBX | Telephone.FBX | ||
Toilet.FBX | Toilet.FBX | ||
ToiletProps | ToiletProps | ||
Animations | Animations | ||
DoorInner.anim | DoorInner.anim | ||
[[Kategorie:Spielekonzept]] | [[Kategorie:Spielekonzept]] | ||
[[Kategorie:Spielekonzept im SS 2022]] | [[Kategorie:Spielekonzept im SS 2022]] |