Documente Academic
Documente Profesional
Documente Cultură
Table of Contents
Section 1 - Game Overview
Overview
Genre
Target Audience
Tools
3
3
3
3
3
3
3
4
4
4
4
5
5
5
6
6
6
7
8
Section 4 - Levels/Scenes
Setup
Johns Home
Parking Deck
Office Floor
Puzzle Designs
9
9
10
10
10
12
Section 5 - Interface
Visual/Control System
Audio
Music
Sound Effects
Help System
13
13
13
13
13
14
14
14
14
Genre
Puzzle-Adventure, Narrative, Psychological Thriller
Target Audience
Our target audience is to reach PC players, ages 15 and up, that love a good story and
solving challenging puzzles.
Tools
-
Unreal Engine 4
Twine
Blender
Substance Painter and Designer
Asana
Photoshop and Illustrator
Visual Studios
Audacity
Between each sequence, the player will go through other narrative sequences of Johns
life with the option to either continue to be a negative or positive influence on Johns life.
Mission/Challenge
The missions/challenges varies based on which sequence the player is experiencing.
- In Johns Home, the player will experience Johns personality Adrian. Adrian
suffers from Dementia, making the player navigate through Johns ever-changing
house. The player must navigate the house in the proper sequence to continue
the story.
- In the Parking Deck, the player will experience Johns personality Bryan who
suffers from Nyctophobia (fear of the dark). The player must navigate through the
unbelievably dark sections of the parking garage with limited light sources to stay
sane, and make it to the elevator safely.
- In the Office Floor, the player will experience Johns personality Connor who
suffers from Brief Psychotic Disorder. The player must find multiple objects that
dont belong in three different rooms. The more objects, the faster the players
heart rate increases.
Structure
The game structure will start with an Intro Sequence for the player. This will then decide
if the player goes to Johns Home, the Parking Garage, or the Office. After one of these
puzzles are complete, the player will experience a Mid Sequence. The decisions made
in the mid sequence will determine what puzzle the player will experience next. Finally,
the player will experience the last challenge/puzzle with an ending sequence
immediately following.
Objectives
Each level will have some trick or puzzle that prevents the player from progressing. The
main objective is to physically reach the end of each level, typically through a door, in
order to continue the story.
Play
The player will start the game reading a narrative story, picking options to guide Johns
life in a direction unknown to the player. Depending on the options chosen, the player
will have to go through a series of areas in Johns everyday life solving a series of
challenging puzzles. Each puzzle based around the different mental disorders of each
of Johns multiple personalities.
Mechanics
-
The player will be able to interact with objects around the environment to
complete tasks or other purposes. Some objects are simply picked up and others
are activated to do something in scene.
As the players heart rate increases, their vision will become distorted making
seeing a lot more troublesome. This will cause an increase in difficulty until heart
failure.
Throughout the different levels and puzzles, the player will be presented with a
narrative sequence of the continuing story with a set of options for the player to
chose from. These options will influence Johns life, both positively or negatively,
and determine the events to come.
Physics
The game will have a simple form of gravity physics. The player will not be able to jump,
but objects can be picked up and dropped and they will fall based on a gravitational pull.
The Economy
This games only form of resource management is in the form of a reverse health bar.
The player starts at 60 BPM (Beats per minute) for their heart rate. The bar will start
empty, but as the player takes damage, their heart rate will increase, filling the bar.
The higher the players heart rate rises, the more distorted the players view will be and
the more intense their heartbeat will get.
Screen Flow
World
-
Mortsis Office Lobby: The lobby is a longer room with hallways leading out
either side on the walls adjacent to the wall that contains the entrance. The room
is filled with a row of fancy pillars on either side of the entrance. Opposite the
entrance is a security check-in desk. The area beyond the desk is blocked by
various machines such as metal detectors.
Mortsis Office Cubicle Floor:The floor is filled with what seems like far too
many cubicles. The area feels cramped and oppressive. The far walls of the floor
all have doors that lead to much nicer office spacing. One of these is Johns, but
he is forced to walk through rows of cubicles each day to reach it.
Mortsis Parking Deck: The parking deck is adjacent to the Mortsis building and
is connected by street and a sky bridge.
Mortsis Secure Labs: Located three floors below the lobby, the secure labs are
host to the most important and dangerous experiments run by the company.
Characters
-
Main Protagonist, John Tourmandt (25), lives a happy life with his wife,
Cynthia Tourmandt, and their young child(three years old), Orion Tourmandt. He
works for the pharmaceutical company, Mortsis Co., as an accountant. He has
access to all of the companys purchase records and transactions and, by the
events of Phobophobia, has started to realize the company may be doing some
shady things. This makes him a target for the highly illegal human testing being
conducted by the company, and he is secretly given a drug being designed to
cure or inhibit severe mental illnesses. (all baseline personalities share the same
surname Tourmandt or Cruceare meaning to torture or be tortured)
Welcome home Adrian
Welcome home Bryan
Welcome home Connor
Welcome home Duncan
Welcome home Eli
Section 4 - Levels/Scenes
Setup
Levels are ordered based on the players choices in dialogue. They are listed below in
chronological order, but this is not necessarily the order in which every player will play
them.
At the beginning of every level, the player will witness a small cutscene in which the
character looks down at their shirt and sees a nametag with the name of the current
identity that John is experiencing. The names are used to denote Johns Multiple
Personality Disorder and also serve to tell players the chronological point of the level.
Additionally, all characters in the game, other than John himself, are viewed as
mannequins or, occasionally, as shadowy demonic and impish figures.
Johns Home
Adrian arrives home after a long day at work. It feels great to be home. It feels like its
been forever since he was home. He has the choice when walking through the front
door to either greet his wife in the Kitchen or go see his son in the Living Room. The
family member he does not choose can be heard shortly after. Their screams echo
throughout the house, and, when Adrian goes to check on them, a destroyed
mannequin and copious amounts of blood can be seen. The player then blacks out and
wakes up at the beginning on the level, the Bedroom.
In this level, the player will undergo the disorder of Dementia and is forced to navigate
the ever-changing layout of his home. The puzzle consists of the player properly
navigating through the house, ending up in random sections of the house every door
entered. Based on the family member the player chose to see at the beginning, the
player will end up in a room of the opposite family member, if the rooms were correctly
navigated. This will help remind Adrian of that family member, and temporarily help
Adrian with his growing Dementia.
Parking Deck
Bryan drives to work the next day and parks his car in the corporate parking complex.
Upon exiting his car, Bryan witnesses something horrifying. The shadows in the parking
garage becomes unnaturally dark, whereas the the dim lights shine like beacons.
In this level, the player is suffering from Nyctophobia (unnatural fear of the dark) and
cannot touch dark spots. The player must navigate the level by only touching lit areas.
Lights will flicker in timed intervals, and a sparse amount of portable light sources can
be found throughout the level. Additionally, later in the level, some demonic figures well
brazenly enter lit zones. Closely viewing these monsters will cause an increase in heart
rate. Coming into contact with them will greatly increase heart rate.
Office Floor
Connor arrives at the floor his office is on and navigates his way through rows of
cubicles. Upon entering his office room, he takes stock of the room. He sees a stapler
here and a chair there. Everything seems to be in order until a darkness envelops him.
Connor regains his senses and something feels wrong. There are items laying around
that should not be there, as if they are not real.
In this level, the player will undergo Brief Psychotic Disorder and is presented with
multiple hallucinations of objects that werent originally there. The amount of
Puzzle Designs
Section 5 - Interface
Visual/Control System
The game can be played and controls will be based around a controller, but keyboard
controls will be implemented as well.
Controller:
- TBA
Keyboard:
- TBA
Audio
Music
The music for Phobophobia will most likely be purchased online for rights to the
music. The list of emotional background music needed includes:
- Creepy
- Strange
- Happy
- Sad
- Sudden
Sound Effects
-
Dark whispers
Help System
In the beginning of the game, the player will be guided through an in-game tutorial
where they will perform simple actions that will teach the player the controls of the
game.
In case players have completely forgotten the controls, there will be a Controls menu
within the Options list of the Main Menu.
January 20:
- Finish Final Game Design Document
- Meet and Discuss Project Plan
January 27: