My Video Game Idea

Withvees

[10] Knight
Title is TBD.

This idea has been in my mind for awhile. Please excuse the lack of detail. I just started to put on paper and I kinda rushed it. Basically this is an Adventure/Platformer. Took inspiration from Fez and Mario Sunshine.

I'm posting it here for constructive criticism. If it sucks, please say so and also please say why. Also please point out whatever sounds good. Again, it's okay if you think the whole idea sucks. Just be honest. If there's something that needs to be clarified, please point it out.

Plot


It's a normal day in a beautiful open world. An evil scientist creates a machine to steal the light of the world and tries to sell it back for a great profit. After the machines almost sucks up all of the light, the machine can't handle that much light so it explodes and tiny light orbs scatter across the world. As the player was fortunate enough to stay in the last area that the machine didn't suck up. The player finds another person with him in the only lit area in the world. The person is also a scientist who created a hand held machine to suck up the light orbs and spit them out into light aura. There are two different ways to beat the game, both ending in lighting up the world. Collecting every light orb and revealing the world or the find the Sun Cave, a place where the player can plug in the device and absorb as much light need to reveal the rest of the world. Both ending giving different types of gameplay, an exploration/experience or a speed run type aspect.


Visuals


A big, grassland/woodsy world with some settlement of population. Civilizations are scattered here and there with concrete pavement. The terrain and nature have some cartoon looking structures, almost like from the Mario Sunshine Fluudless stages. It's cartoon mixed with beautiful, real-life nature. The colors of the terrain match the water color grass and trees. I often don't care about how great the graphics are, but how great the art looks. Playing games such as Battlefield 3 and Wind Waker HD, I've come to realize that lighting is one of, if not, the most important part about visuals. The sun creates the light. Every objects color and brightness is determined by the source of light. When the sun is setting, the environment turns bright gold. When the sun is set, the environment is purple and dark blue. The environment must be gorgeous, or else the player has no incentive to reveal it. The areas that are not revealed are pitch black and cannot be seen at all, though the light orbs can still be seen. The player UI is just the environment as it is played in first person. No health bar, no life count, no crosshair. Nothing will distract the player from looking at the environment.


Sound


The sound effects must have variety. In a game that has no voice acting, the sounds must not be repetitive so that the player does not feel annoyed. Every object has different noises: grass, wood, pavements, dirt, and even stairs made from those materials have different sounds. A sound will occur when the player collects a light orb to confirm the player as successfully collected it. As collecting orbs is the main part of the game, the sound must be soothing and have variety, but not a huge variety, so that the player doesn't get confused of the variety of sounds.

The soundtrack will mainly consist of strings. Little to no drums will be added. A game based on sounds and no voice needs to have sounds that creates the atmosphere. The soundtrack creates the mood of the game. Different areas will have different soundtracks. The soundtrack will be soothing. The player is in no rush to beat the game. The player sets the games pace and the soundtrack is there to keep the player company.



Gameplay


None of the above will matter if the game can't play well. Nothing is more insulting and annoying to the players when the game controls the player. The player must find out how to play the game his/herself. At the beginning of the game, the scientist who gives you the device to suck up light orbs will tell you that you can collect and spit them out to reveal more of the world and thats it. The player can run, jump, wall jump and wall climb. To wall climb, the player must run at a wall, jump on the wall and continue to run while timing jumps. If the player stops running, he or she will slowly slide down the wall and the only thing the player can do is to jump off the walls . This creates areas that seem impossible to reach, reachable and rewards players for experimenting with wall climbs. This can create hidden areas and easter eggs discovered by players. As said before, orbs are collected by simply running over them. To check how many orbs the player has, a press of a button will prompt the character to hold up the device and it will show how many orbs there are. The device can hold as much orbs as the player wants and the player can release them to reveal the world whenever they please with a touch of a button. The light orb can shoot as fast as the player can walk. If the player decides on releasing the orbs, the orbs will fly to the nearest area that is not lit and splash on the ground to reveal the area to wherever the player is facing. There are enough orbs to reveal the whole world so the player may release the orb as soon as he or she gets them. Light orbs are still visible in the area that is not revealed. This will make the players curious if they still can walk to the area that is not lit and they can. Even though the world is not lit, the player may still roam the entire world if they please, in fact, the game can be beaten by not releasing a single orb. There are secrets that can only be obtained through areas that are not lit, so there are incentives and rewards if the player roams the world that is not lit. If the player decides to release an orb while the player is in the area that is not lit, the first orb will hit the feet then wherever the player is facing. If the player is far away from an area that is not lit, the orb will travel all the way to the area that is not lit. The player may still explore the world while revealing the world. No cutscenes or cinematics will occur when an area is revealed. This allows the player to continue exploring while not being interrupted.



End Game/Easter eggs


The Player finally beats the game. The player is alerted that there is still a cave that the light never travels. The player must now find the cave. In the cave lies a huge light crystal. The crystal light up the cave and in it is a latter to the sky. The player can now terrain the skies. Someone greets the player and congratulates his or her efforts to lighten the world. In the background, the player can vaguely see a stage from Fez. The person talks about how he loves watching Gomez jump around in the areas and solve puzzles. Another area in the clouds lies a a weirdly drawn M. When the player jumps on the M, he or she gets teleported to Bianca Hills from Mario sunshine and plays the first level of mario sunshine (a remake) in first person view. This is all to basically show that this game was inspired by Fez and Mario sunshine.

This endgame material is only a fun thing. Not crucial to the game, but i like these kinds of things.
 
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