Story-boarding, in the beginning...
The game's story itself will start with our menu and a road side, burnt into the road will be the menu, and upon clicking start a van will zoom across the screen, this will then take us inside the van where the players eyes will slowly open to show you are bound and in the back of the van, the camera will then move to the eye of the driver who's identity is disclosed and upon looking into the mirror will show the player and credits. The camera will swap back to the player as his eyes close and the prologue ends.
This brings us to the actual game. The player will come too in the back of the now open van, cut free and gets out cinematically to find himself on a long empty road, beside a gas station.
The road is blocked from one side due to road works and the only light source is the lamp post outside the station (the lamps that are on in the world signify a point of interest which upon completion will turn off, in the van before leaving it will be the first collectible, a photo of two girls saying my angels.
Upon entering the station the player will find it is ransacked and dead, nothing of any use or speciality, when delving into the back room the player will find the next collectible, a news paper titled "Mayor struggles to shed light over Brighthaven" and a lighter. Upon leaving this room there will be a figure outside which when approached slightly the lamp will shit off and the figure will escape up the hill.
The player from any point had his own choices, he does not need to go to the station, he can take this path to town immediately, he can also make a right before the town to the house which concludes the game. However concluding the game so quickly will result in a different ending.
The more the player explores these points of interest, he will find more collectibles and witness more events which will make the final concluding scene more apparent and will extend the final scene to evaluate what you have found, this is because we dislike the fact that some games can be "speed-ran" or skipped/cheated, so were focusing on the effect that is, the more you put in the more you get out, so if you play the game 100% you'll understand it 100%, if you simply end it immediately, you'll be left puzzled why this happens, hopefully causing you to play again.
If the player continues up hill, they will not find the figure but a town square, with a scarecrow lit by a downed lamp post, approaching this will cause a quick cutscenes scare where the scarecrow will flash alive and scream at the player, immediately flashing back to show it was a vision and another collectible is available, a simple map pinned to it, from here onwards the player has the power to explore the entire town, being the town itself which is full of a variety of little events and random things to watch or find or depart on an actual mini scenario in the 9 various points of interest, advertised by the lighting, and accessible even after the events take place:
- Drug Store
- Health Centre
- Town Hall
- Police Depot
- Abandoned House
- School
- General Store
- Church
- Desolate House (Final Scene)
Each will be elaborated on in later posts and the rest if the story itself being why you, the player have been brought here, what has happened here, who was the figure and more however we are hoping to be up to the point of exploration and the scarecrow by the time of our pitch, to have a demo to show.
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