Overview
The game is a stealth-based side-scrolling platformer that requires strategy, combat, and simple puzzle solving in order to progress through the game's various levels. Environmental factors such as light, sound, and smell affects the player's level of 'stealthiness'. For example, if the player stands near a lamp, steps on broken glass, or smokes a cigarette to increase his health, the player will become more detectable to the enemies around him. Thus, strategy and puzzle solving comes into play when the player must decide the best way to avoid being detected. In some situations, flipping a light-switch may be the best way to get passed a guard, but in another situation, killing the guard will be safer. The game will include equipable items to help the player with different obstacles. A gun will help with shooting out lights and killing enemies, a flashlight will improve visibility and illuminate traps, a knife will allow the player to cut interactive ropes and wires, and etc.The HUD would include such stats as health, stealthiness, and equipped item/ammo. SettingI envision this game to be set in the 1930s or 40s in a large city like New York or Chicago. The art style would resemble that of Edward Hopper link. (his art emphasizes themes of light and dark, interior and exterior, and lonely urban environments.) I have been working with this idea for a few months and have already created some 'concept art': Different environments could include urban (night and day), indoors (office, casino, theater, etc.), Central Park, and sewers.StoryI have not fleshed out a story, but here are two possible premises: -The character is an agent trying to stop an evil madman-The character is a thief trying to steal a precious gem.Suggestions/comments are appreciated!————————————————————————————————-I'm really digging this idea! Here are some questions/comments that may help refine this idea further.MechanicsIs there only one path through each level, or are there multiple ways to get through each level depending on play style? Is there some penalty for killing enemies?Using smell as a detection mechanic: are cigarettes the only things that will cause the player to smell? Does the smell take a while to wear off? Maybe the player can hide in those big garbage bins which makes him impossible to detect by guards but he has a smell that doesn't wear off for a while. I would question the wisdom of including a smell mechanic if there were only a few situations where it would affect gameplay, but if you can make it integral to the game, it's a really neat idea.SettingI like the setting, but I feel like in a game like this, I'd like to see a teeny bit more noir to it (not full on black and white but maybe a bit more moody). I think the art style would pop more if there was even more light/dark contrast.StoryThere are a number of things you could do with a story for this game, here are a few more ideas!- The player is an escaped convict or mental patient on the run from the law- The player is a person with no recollection of their past, and who wakes up at the scene of a murder- The player has been wronged and is out for revenge- The player is a cabbie that witnessed something they shouldn't have- The player is in the mob (and wants out!)I like the idea of the player being an agent as well, or they could even be a beat cop. As far as the thieving thing goes, you might want to take a look at Monaco and The Swindle before you go down that route.Hope that helped! ——————————————————————————————————–Thanks for the reply, it definitely helped.
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MechanicsIs there only one path through each level, or are there multiple ways to get through each level depending on play style? Is there some penalty for killing enemies?
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Using smell as a detection mechanic: are cigarettes the only things that will cause the player to smell? Does the smell take a while to wear off? Maybe the player can hide in those big garbage bins which makes him impossible to detect by guards but he has a smell that doesn't wear off for a while. I would question the wisdom of including a smell mechanic if there were only a few situations where it would affect gameplay, but if you can make it integral to the game, it's a really neat idea.
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SettingI like the setting, but I feel like in a game like this, I'd like to see a teeny bit more noir to it (not full on black and white but maybe a bit more moody). I think the art style would pop more if there was even more light/dark contrast.
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StoryThere are a number of things you could do with a story for this game, here are a few more ideas!
Where is this exchange copied over from? Either way, I totally love the idea and hope to see something coming out of it.
It was on a forum for my university's Video Game Development Club.
http://vgdc.ucsd.edu/I think it would be a shame to have such a realist setting, and then implant an utterly cliche fantasised story and protagonist into that world…
There's more to storytelling than action movies - I don't think alot of game designers fully take advantage of that and it's a shame.What's more, your gameplay isn't even based around shooting things, so that should be an opportunity to breath fresh air. Your character doesn't need to be the moody mysterious wronged loner out for revenge.From what I understand from a few minutes of Wikipedia, this Edward Hopper fellow was out to capture the real world and the real people in it - I'm not even sure how you can do that in a game without compromises. But that's not like Film Noir at all. It's the polar opposite. Film Noir exaggerates and romanticises, it is compelling but ultimately dishonest. Both use alot of contrast but for different reasons - there are the interesting physical qualities of light and there is the symbolism. I think you need to review the style you're going for some more - realistic or dramatic.Whoa this def sounds interesting
I'm pitching this idea to the club tomorrow. Hopefully I don't fuck it up.
wow, beautiful mock-ups. we need more atmospheric "noir" games anyway.
maybe passive role could imply having to negotiate with people rather than just "hey let's not get shot" lol. i really like the idea of integrating smells, but of course i'm a pothead so i'm always having to mask my scent XDSoo… How did the game pitch go?