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Based on "In Dragosan cave", a 15 years old interactive fantasy novel, we are a couple developer and graphic designer started this project.

Two super natural enthusiastic, 60 years old doctor, and a young journalist, explore a mysterious cave of Dragosan.

Join them in their adventure, you choose the path, and unlock the door, but we will never be sure what behind this door, is it salvation or damnation.


Motivation


Q: Sum up your game idea in one catchy sentence. If you can't, it's too complicated.

A: “You choose you way, or he will choose for you”


Q: the target group? Are you making it for your friends or are you trying to attract the masses?

A: First plan an artistic projects for kickstarter


Game type

Q: Point of view (first- or third-person camera)? What characters does the player control? (if applicable)

A: Third-person camera, the main character old man Dr Refaat Ismail, James Werald his younger journalist friends (NPC most of time may be playable in some missions)

Q: Game genres?

A: Interactive dialogs, action adventure

Q: Setting and background story? (historic, fantasy, anime, futuristic, utopia/dystopia, pirate, zombie, vampire…)?

A: historic, fantasy, horror, monsters

Game play

Q: What is the start state, what is the end state? (if applicable)

The game consists of units, the unit will be called page -inspired from the the interactive story-

The start state of the page show up the location and actions the end state will be the decision taken by the player.

Q: What resources does the player manage? How are resources gained, transformed, spent?

N/A

Q: How does the player interact? Define rules, challenges, game mechanics.

  • The player do ordinary constrained moves, game script take decision if he should walk or run.
  • the decision show up on the screen as text, player should choose within certain amount of time 10-20 seconds, otherwise James take the decision if he exists, or the game take the decision randomly.
  • before taking the decision player would enter Dr Refaat Ismail analytical brain mode time slow up, this mode show the place with certain marks, each mark has info and predication about this decision
  • after resolving this the player exists the analytical brain mode, and have a certain time to take the decision
  • Also some pages offer puzzle to solve.

Q: What state is considered winning, and what losing, or is it an open world?

The game a semi-open world, good decision lead the player to explore more places, game ends with Dr Ismail and his friend dies each time, wrong sequence of decision taken.


Multi-media assets

Q: Which media will you need? How will you get this content?

E.g. models, terrains; materials, textures; noises, music, voices; video, cutscenes; spoken/written dialog; level maps, quests, story; AI scripts.

3D elements (terrain, material, texture, noices) : will use any asset library.

Custsences, voice, spoked dialog : will be delayed

Story : based on "In Dragosan Cave".

AI : only for James, to follow Dr Ismail or make Dr Ismail follow him depends on the script

Interface

Q: Can you achieve a high degree of input control? (Even minor navigation and interaction glitches make the game unsolvable.)

the control should be straightforward

Decide how to reflect current status, and changes in game states. E.g. health/damage in HUD.

Actions and goal state will have reflection in dialog, and which will be used as hints or indication for success.

Q: Decide how to reward good moves and discourage bad ones.

Good moves: advance the game, in more unexplored area’s

Bad moves: end the game early
















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