Monday, 28 December 2009
Wednesday, 23 December 2009
The Scandal is an explorative narrative-driven interactive experience that unearths the far from glamorous life of Regency Britain. You play a wife of a successful public figure, but the relationship is stale, the children you bore are looked on as inferior and you yearn to break away from the social constraints of high aristocracy.
The Scandal doesn’t fall easily into a set genre; it is not technically a typical game as it has no profound mechanic or objective. It does however have a conclusion that you reach through play. The game play is passive, and very player art and character led, there are no enemies forcing you to make quick decisions under heavy gunfire. This game is intended to break many conventions of commercial games practice in order to create something that uses games in an engaging manner.The game is set entirely indoors, in a large house. The game is being aimed in the direction of atmosphere and feeling, with reference to the artist Hammershoi, so things will look basic but on purpose. We have compiled a list of assets, characters and rooms that need designing or thinking through. I shall be posting development and finished designs as and when they have been completed or scanned.
The pillars and columns were all based off the same design in terms of pattern, but one set will be rounded and the other will be sqaured to go onto walls.
Here are some fireplace designs:
Over the summer we set up a google site to help us network, bounce around ideas and show what we had done. It is purely a workplace up to the piont where it is not needed, then it will be tidied and polished. Here it is for those who want to see the working outs of the group, it is not by far the show reel of the group effort. (excuse the group name as well! working title)
It doesn't show it, but the initial ideas were quite different to where the project is now.
At the start, we decided that we wanted to use sound and colour in a very different way to most things and went with an investigative environment which is deep in darkness bar distant patches of light or colour. The environment would be reminiscent of a deep sea canyon, with darkness shattered by bioluminescent orbs that, when activated, shake them shelves from the ground and attached by ropes of light to the centre piont of the world float up into the sky.
There would be three or four different zones within this bigger area where something would be alterered, such as camera, gravity or sound; these would have been the more interactive areas.
Here are some of the creatures that created some of my ideas into the project:
There were further ideas of a distopian society controlled by medication, but the idea was dissmissed after being too much like equilibrium. The main productive riff from the initial idea was the a character's design. As a group we thought once the glowing floating orbs had all collected in the centre of the environment the player could use them to float up out of the world, but in order to do this, they would have had to find a lady in a jellyfish like bell dress, similar to those in the georgian era. The dress would have gone over the orbs, making a giant hot air ballon kind of event.
Anyway, this borught along the idea of making a game set in the georgian time frame. Our game as it stands.