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Narrative Game - 00

  • zm02stor
  • Dec 26, 2022
  • 2 min read

Updated: Dec 27, 2022

Carrying on from the mobile game - there were key issues with team work and lack of contribution. These issues were discussed nearing the end of the previous project and now we will work better as a team. And after addressing all these issues fully we work together much better :D


As a result I have learnt it is important to consult these feelings with everyone since they might not know how much work one person is taking on or what their lack of contribution results in.


Two of our members have since moved to a new team and so we are now a group of 3. We have since divided up our roles and started our discussions.


We started off by discussing potential ideas of the narrative game to work on during end of the winter break. And split up roles, I have deicded to be primary artist/modeler + secondary programmer + planner.


Idea 01:

You play as an assasin attending a high profile masquerade ball hoping to scope out the location and seek your target. Custscene 1 would start before gameplay and be an introduction to the scene with main character walking around the vast majority of guests. The player will then have to find x items in the meantime or head to a specific location for cutscene 2. An action (?) cutscene with the mask breaking/falling off will play and gameplay combat will start where you defeat guards etc.


Concept sketches:




[Name undecided] is a cheeky and overconfident assasin. He will be wearing an outfit fit for a ball.

Scenery: Inspired by french architecture, the ballroom will be a large open space with stained glass. Background characters will be wearing fancy attire - 18th centrury ballgowns and bourgeoisie hairstyles.


Idea 02:

You play as a paperboy - Naught, researching the sudden dissapearance of children from an orphanage in the victorian era. Gameplay for this would be more puzzle-based with the player needing to capture shadow beasts and debelop them in a studio to defeat/prevent respawn. Cuscene would include an overview of the setting - capturing the thick smog and dusty down, panning to the main character.


Concept sketches:




The design of the character is Tim Burton esque and also inspired by little nightmares. Naught is a gaunt, lanky looking character.

Scenery: Naught himself is from a sickly area in the slums, the grung


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