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REVILL: Unterschied zwischen den Versionen

385 Bytes hinzugefügt ,  23. April 2022
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== Game Idea and Goal ==
== 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 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 motive 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 being conveyed, rather than on fancy game mechanics or action sequences.


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== Game Mechanics ==
== 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. The player is also able to run with '''STRG'''. 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 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''' and sneak with '''SHIFT''' to reach low places - for example look underneath a table or inside a low placed shelf. The player is also able to run with '''STRG'''. By pressing '''SPACE''' all interactable items light up, so that the player knows where to find these objects. The player can select an item to interact with by pressing '''LMB'''. Items with which the player has already interacted with don't light up and can’t be interacted with anymore.  


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.
There are two outcomes after clicking at something interactable: the item can either be picked up or trigger a short text. 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, but the items the player picks up are shown at the top of the screen as little simplified icons. After using an item the related icon disappears. The other option after clicking at something is to get a short text monologue 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.
'''Doors''' have a special mechanic and serve as transition portals between the diner and the research facility. At specific 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 and no such thing as health.


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[[Datei:Teleport2.png|70px]]
[[Datei:Teleport2.png|70px]]


 
=== Diner ===
 
'''Layout 1'''
'''Diner 1'''


[[Datei:Diner 1.jpg|380px]]
[[Datei:Diner 1.jpg|380px]]
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'''Diner 2'''
'''Layout 2'''


[[Datei:Diner 2.jpg|550px]]<br>After picking up the clipboard inside the research hall the player gets teleported inside the research facility again.
[[Datei:Diner 2.jpg|550px]]
 
<br>After picking up the clipboard inside the research hall the player gets teleported inside the research facility again.


The layout of the diner changed again - it repeats itself many times to both sides. While exploring the diner the player hears sounds from Clara that seem to follow them whereever they go.
The layout of the diner changed again - it repeats itself many times to both sides. While exploring the diner the player hears sounds from Clara that seem to follow them whereever they go.
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'''Diner 3'''
'''Layout 3'''


[[Datei:Diner 3.jpg|350px]]<br>After the player picked up the second set of coordinates they get teleoported to the diner where the layout changed again.
[[Datei:Diner 3.jpg|350px]]
 
<br>After the player picked up the second set of coordinates they get teleoported to the diner where the layout changed again.


The layout is very streamlined now and the only option is to walk straight ahead. The first time the player looks behind them they see a silhouette of Clara standing there - she's laughing. After looking at her for more than two seconds the lights in the room go out and the player needs to run away from Clara. The lights always go out after exiting a room and sounds and shadows pursue the player.
The layout is very streamlined now and the only option is to walk straight ahead. The first time the player looks behind them they see a silhouette of Clara standing there - she's laughing. After looking at her for more than two seconds the lights in the room go out and the player needs to run away from Clara. The lights always go out after exiting a room and sounds and shadows pursue the player.
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'''Research Facility'''
=== '''Research Facility''' ===
The
 
 
'''Layout'''


[[Datei:Research Facility.jpg|500px]]
[[Datei:Research Facility.jpg|500px]]
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<u>After Diner 1:</u>
<u>After Diner 1:</u>


The player starts in the back of the big research hall. All doors are locked and only this area is explorable.


The objective is to find a clipboard laying on a table. After picking it up the player gets teleoported back to the Diner inside the second layout.


<u>After Diner 2:</u>
<u>After Diner 2:</u>
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