PlaceholderGames / 2016-Beyond-Time

4 stars 0 forks source link

Story/Current Position #47

Closed JacobJones42 closed 7 years ago

JacobJones42 commented 7 years ago

Hi guys, mostly just logging stuff that was mentioned last Monday, for reference.

Currently working on the story, which should be done by next week, or possibly the following week if the Python Coursework gets in the way, as I'm struggling with that module a little bit. I'll also work on Readme/Instructions/Wiki after that if everyone else is okay with that? I've also been trying to familiarise myself with Unreal Engine on the side.

JacobJones42 commented 7 years ago

Here's what I have so far for the story concept. A lot of it is just game description rather than actual plot, but I'll expand on this and try adding some stuff to the wiki as well over the holidays. Game Storyline.docx

ghost commented 7 years ago

Looks good, I think you should keep us informed with your ideas just so we know what we are working with since we already have a premise, so we dont want to stray too far away from it

14065258 commented 7 years ago

Just going to throw out ideas that ive got in my head here because i cant think of a better place to put it honestly.

Its more about level ideas or story ideas that we could put in If we go with the idea that you can like, stop the whole world around you, you could have like a screen or a set of tv's that are flashing quickly and some sort of door that's locked by a code. You would then have to either stop or slow down the TV's to realize that they were actually flashing the code or numbers, just really quickly.

Another idea for level i had was rushing water or a waterfall, during normal time you arent able to get past it, its only when you freeze time and stop the flow of the water can you actually start moving up the water or get through.

Finally i was also thinking about puzzles and rooms that didnt need the time mechanic in it to work. Rooms that are like, stealth missions where you have to avoid cameras or security drones otherwise the door would lock and you'd have to do it again, or simple, move the boxes around so you can reach higher up places, hit switching in a certain order or just find the key for the door kind of ideas.

Edited: Was also thinking about low or high gravity areas where you can jump higher or lower requiring you to do different things to get to the goal. So instead of just being able to jump up a platform, you'll have to move a ladder or ramp around instead

Could also just have dark rooms, basic or complex mazes that when you hit a switch the walls would move around.

For story however, if we went with the tears in space so we can travel back in time, you could have situations where you can see people who had been here before you going through the tests, and you can either choose to help them or hinder them. The more you help, the better the ending and the less you help the worse ending you get?

I was also thinking about just general areas. Like, rooms that arent puzzle rooms. So the quarters where the player wakes up, we could have control rooms, waste/furnace rooms, kitchens/diners places like that that the player could explore and go through after they finish each corridor full of puzzles giving the player a break from all the "solve everything" and give them more of a reason as to why theyre actually here.

JacobJones42 commented 7 years ago

Update: Game Storyline.docx

Added a couple more scenes, and a paragraph about the general story setting.

JacobJones42 commented 7 years ago

Update: Game Storyline.docx Added a paragraph about background, some recent talk of a menu made me wonder if it could be an option on there, to give the player some backstory if they're interested. Most of the other scenes I expect would be integrated into the actual levels or level transitions, but I doubt that's a priority for the demo.

I will post the background paragraph here for clarity:

Background:

The year is 2318. 2 years earlier the people’s government of Earth legalised time experimentation, under increasing pressure from various industries and unions, provided that experimentation was strictly monitored and performed only in low risk areas. A space station was set up on a desolate part of Mars, and given funding for a 4 year programme where they would attempt to unravel the mysteries of time. As time went on however, interest in the station’s project dwindled, and with the start of the human/Kiij war, much of the support the government had been providing was withdrawn, and the station was left to its own devices. Thus, few outside the twisting corridors and chaotic laboratories knew of the darker path this project started to take…

JacobJones42 commented 7 years ago

Closing for the time being since I am working on something else. May add more later if needed.