REVILL

Aus hagenberg.games Wiki
REVILL
PlattformPC
Spiel-EngineUnity
GenreWalking Simulator
ThematikHorror
SpielmodusSingle Player
SteuerungKeyboard, Mouse
SpracheEnglish

Das hier ist die Wiki Seite zum Spiel REVILL im Rahmen der Game Production Vorlesung im Sommersemester 2022.

Rollen und Aufgaben im Team

Julia Posch

Projektmanagement, Story

Sebastian Grundherr

Programming | Sound Assistant, Story Assistant

Selina Behrens

Level Design, Game Design | Wiki

Dominik Senzenberger

3D Art | Programming Assistant

Hannah Matzka

Sound Design | 3D Art Assistant


Game Idea and Goal

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.

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.


Game Mechanics

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.

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.

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.


Level Design

Diner 1:



Diner 2:



Diner 3:



Research Facility:


Story

Characters

ARTHUR - Middle aged guy. Had a job at a US government military research facility. He has been unhappily married for years and wants to use his severance money to start a new life with his secret girlfriend Clara.

CLARA - She is a mysterious woman. Arthur doesn’t know much about her past, but he also doesn’t care. What he knows is that he wants a future with this woman.


Story

A government researcher accidentally messes up the coordinates for a nuclear weapons test, and blows up a diner, where he wanted to meet up with his girlfriend, instead of a piece of desert. He is haunted by his mistake and relives his memory of this tragic event and what he assumed happened in the diner.

We begin the story in the empty desert of Nevada. Arthur looks at a note from Clara that reads: “Meet me in the diner at 8 pm”. As he lowers the note he sees the diner. Neon lights flashing and people moving inside. As he enters nothing seems to be out of the ordinary. But he doesn’t see Clara. As he sits down and orders some coffee, the waitress spills it on his clothes. He goes to the bathroom to wash it off, but as he comes back to the diner he is suddenly alone. Everyone, even the staff, have left and the place is filled with strange puppets. He notices - as it is his profession - that those are test-dummies for nuclear weapon testing. As he wanders among the puppets confused and a little scared he gets the feeling that he is not alone. He is being watched.

Emotional Intensity diagram

There are two stories, which are told in alteration. The first one is slowly uncovered in the diner. A failed nuclear test destroyed the place and a nearby town. Arthur finds hints, newspaper articles and maybe radio recordings that slowly tell the tale of his horrible mistake, while being haunted by the Ghost of Clara, which represents his bad conscience. The second story is his memory of the day from his point of view. We change locations back and forth from the diner to the military research facility where he worked. The research facility does not look normal though. It is a hellish place overgrown with stretches of mutated flesh and muck. It represents his own purgatory in which he is forced to redo his terrible mistake.


It is not possible to “win” the game. You can not prevent the catastrophe from happening. You complete the game by uncovering the story and once more reliving Arthurs mistake.


User Interface

Start Screen



Pause Screen



In-Game Interface - Interaction with objects





Inspiration



Asset Liste

Objects

CoffeeMachine.FBX

DoorInner_A.FBX

DoorInner_B.FBX

ExitSign.FBX

FireExtinguisher.FBX

FireExtinguisherSign.FBX

Flags.FBX

Hanger.FBX

Hat.FBX

Jalousie.FBX

JalousieOpen.FBX

Jukebox.FBX

KitchenCabinet_A.FBX

KitchenCabinet_B.FBX

KitchenCabinet_C.FBX

KitchenCabinet_D.FBX

KitchenShelf.FBX

LampCeiling.fbx

Mat.FBX

Materials Menu.FBX

MenuOnStand.FBX

MenuStand.FBX


Modules

Painting_A.fbx

Painting_B.fbx

Painting_C.fbx

Painting_D.fbx

Painting_E.fbx

Pizza.FBX

PizzaPiece.FBX

Rag.FBX

Signboard.FBX

Sink.FBX


SmallProps

Sofa.FBX

SofaDouble.FBX

Stool.FBX

TableRect.FBX

TableSquare.FBX

Tableware

Telephone.FBX

Toilet.FBX

ToiletProps


Animations

DoorInner.anim