Witch's Forest
AdventureWitches forest is a game about a fictional story about the last remaining witches in all of Europe. It is set in a dark forest in portugal around the...
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
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
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.
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.
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
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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