Sleepless Night: Unterschied zwischen den Versionen

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* The enemies will have enough mystery elements (through silhouette, movement, and surrounding objects) which will be combined with sound and level design to create unstable feelings and insecurity for the player and keep them in a state of alert during the game.  
* The enemies will have enough mystery elements (through silhouette, movement, and surrounding objects) which will be combined with sound and level design to create unstable feelings and insecurity for the player and keep them in a state of alert during the game.  
* 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===
===References & Sketches===
[[Datei:Gamereferences.jpg|mini]]
[[Datei:Gamereferences.jpg|mini|thumb|left|Figure1.2('''left''')]]
[[Datei:Reference biological horror.jpg|mini|right|Figure 1.3 ('''right''')]]
[[Datei:Reference biological horror.jpg|mini|thumb|right|Figure 1.3 ('''left''')]]
[[Datei:Reference psychological horror.jpg|mini|left|Figure 1.4 ('''left''')]]
[[Datei:Reference psychological horror.jpg|mini|thumb|left|Figure 1.4 ('''left''')]]
===Sketches===
[[Datei:Sketches for monsters.jpg|mini|thumb|left|text-bottom|Figure1.5]]
[[Datei:Sketches for monsters.jpg|mini]]
 
 
 
 
 
 
 
 
 
 


==Story==
==Story==
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