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1 WICK Sometimes the only way out is to light your own path.
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Page 1: Wick GDD.docx · Web viewWICK Sometimes the only way out is to light your own path. Team Harbinger: Ryan Clark, Brady Cox, Julien Martin, Alexander Murphy, Janie Slentz, Jacques St-Laurent

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WICK

Sometimes the only way out is to light your own path.

Team Harbinger:Ryan Clark, Brady Cox,

Julien Martin, Alexander Murphy, Janie Slentz, Jacques St-Laurent

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Table of ContentsGame Overview and Technology.................................................................................................................2

Razor Statement......................................................................................................................................2

Focus Paragraph......................................................................................................................................2

Technology and Platform.........................................................................................................................2

Game Mechanics.........................................................................................................................................2

LIGHT Realm............................................................................................................................................2

DARK Realm.............................................................................................................................................2

HUD/Player Graphical Interface..............................................................................................................2

Movement and Controls..........................................................................................................................2

Artificial Intelligence....................................................................................................................................2

AI Enemy Overview..................................................................................................................................2

AI enemy types........................................................................................................................................2

AI NPC Interaction...................................................................................................................................2

Game Elements...........................................................................................................................................2

Characters...............................................................................................................................................2

Enemies...................................................................................................................................................2

Mind Worlds............................................................................................................................................2

Interactive Objects..................................................................................................................................2

Feedback Indicators.................................................................................................................................2

Storytelling..................................................................................................................................................2

Plot..........................................................................................................................................................2

Art Style...................................................................................................................................................2

Environment............................................................................................................................................2

Narrative Technique................................................................................................................................2

Game Progression.......................................................................................................................................2

Appendices..................................................................................................................................................2

Citations......................................................................................................................................................2

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Game Overview and Technology

Razor Statement

Wick is a thrilling mystery-adventure game that thrusts the player into the shoes of Sam,

a patient diagnosed with schizophrenia living an insane asylum. Sam has the unique ability to

project himself as a spirit named Wick, using this to enter the minds of patients in the asylum

and attempt to fix their illnesses and combat the ever-growing mysterious darkness gripping the

hospital.

Focus Paragraph

Wick is a 3D, mystery-adventure game with puzzle elements that will place the player

into the role of Sam, an insane asylum patient suffering from schizophrenia who can’t remember

his past. He has the unique power to see a LIGHT Realm of reality (a normal realm) and a

DARK Realm of reality (a warped realm of darkness). He also has the power to invade the

minds of other patients who are gripped by the darkness and save them, but in doing so, he

runs the risk of accidentally forcing them further into the darkness, where he can no longer help

them. Whenever he enters a patient’s mind, Sam turns into a ghost named Wick, who is an

avatar formed by the merging of Sam’s mind and the patient. Wick carries a light and has the

power to light up the darkness of a patient’s mind. The player will travel throughout the asylum

as Sam/Wick, moving up floor-by-floor, attempting to reach the top floor where Sam will

discover the truth of his past and why he is seeing the DARK Realm of reality.

Technology and Platform

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Wick will be built in Unity, utilizing Javascript programming language, Maya 3D models,

and Adobe Photoshop textures. It will initially be available to play on personal computers but we

would like to expand to the Xbox 360 console eventually.

Game MechanicsWick will feature two realms, the LIGHT and DARK Realms. Each will feature realm will

add unique aspects to the game that advance the plot.

LIGHT Realm

In the LIGHT Realm, the player controls Sam, who wanders the halls of Kira Kichiga

Sanitarium during the free time hours of the patients. During this time, he can explore the

hospital floor he is on currently, with higher levels being unlocked as the game progresses. On

each floor will exist a number of rooms: the common area, hallways that connect rooms, and

patient rooms.

In the common area, the player will interact with patients, learning details about their

illnesses and personal lives. There will also be hospital staff to talk with, including doctors,

nurses, and custodians. The staff will give more in-depth analysis of patients and the state of

the hospital. They will also give clues to Sam’s own past and illnesses.

Hallways link Sam to patient rooms. Here, Sam can talk with patients, learning details

about their illnesses and personal lives. He may then enter their mind to help them, entering the

DARK Realm.

If Sam fails to save a patient, he is thrown from the patient’s mind and returns to the

LIGHT Realm. This patient then goes completely insane and can no longer be saved by Sam. If

too many patients are lost for Sam to progress, he must restart the floor he is on.

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DARK Realm

In the DARK Realm, the player controls Wick as he explores the inner minds of patients.

Wick acts as an avatar to represent the merged consciousness of Sam’s mind and the patient

as they traverse the patient’s mind. Narration from both characters will take place. Wick will

navigate the area, searching for the causes of the patient’s insanity. Candles/lightable objects

will be scattered throughout the level, symbolizing aspects of the patient’s causes of insanity. By

lighting the candle/lightable object, Wick heals the wound, helping the patient come to grips with

the cause.

Inside of the patient’s mind, Wick will encounter obstacles and enemies that will attempt

to deter him from saving the patient in time. Obstacles include such deterrents as walls, tricky

paths, and the darkness inside the patient’s mind that makes it difficult to see.

Wick will be attacked by two types of enemies: ghosts of the patient’s past and enemies

of the darkness. When hit by one of these enemies, the insanity meter increases, lessening the

time Wick has to save the patient before losing him to complete insanity. If the insanity meter

fills up, Sam is thrown from the patient’s mind, returning to the LIGHT Realm, and the patient

becomes insane.

Wick has the ability to phase through enemy attacks. If the player uses this ability, it

lasts a very short amount of time, and increases the insanity meter, though not as much as

being hit by an enemy would.

By lighting objects in the DARK Realm, Wick lessens the insanity meter, giving himself

more time to save the patient. This gives players incentive to light each object and rewards

them for doing so.

HUD/Player Graphical Interface

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In the LIGHT Realm of reality, Sam does not have much in the order of a HUD. There

will be triggered action event indicators (i.e. click any button to interact with character) but there

won’t be a constant graphic HUD.

In the DARK Realm of reality, when Sam enters a patient's mind and becomes Wick,

there will be a simple HUD interface so that the player can track his or her progress throughout

the level. There will be a gray colored rectangle in the background of the HUD to separate it

from the actual game world and make it clear to read. This will be on the top left-hand corner of

the screen so it is out of the way of the player’s field of vision. In this HUD, there will be two

progress indicators for the player:

The first one, which will be a bar at the top of the HUD, is a meter displaying the

patient’s sanity in contrast with his or her insanity. The indicator will start towards the sane side

of the meter and will slowly but constantly move towards the insane side of the meter over time.

Being hit by enemies will also instantly move the indicator closer to insanity by a set amount.

Phasing through enemies/obstacles will move the indicator closer to insanity by a small amount

as well, albeit less than if you were hit by an enemy or an obstacle. Lighting candles/lightable

objects in the world will bring the indicator closer to the sanity side of the meter automatically by

a set amount. When the player beats the mind level, the indicator will move all the way over to

sanity. If the indicator makes it all the way to the insanity end, then the player will fail the level

and lose the patient to madness forever.

Underneath the sanity and insanity bar on the HUD, there will be a progress indicator for

the number of lightable objects that Wick has already lit, as well as the number of lightable

objects that Wick still needs to light. These will be represented by a row of candles, variable to

the number of candles in the mind level. Lightable objects that have yet to be lit will have a

purple flame and will be dim. Candles that Wick has already lit will transform into a brighter

candle with a white/yellow flame. When all the candles are lit, the player has beaten the level.

The actual background of the HUD will be a gray color when conditions are normal for the

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player but will turn a bright red when the player is straying too far from the critical path. This will

be an intuitive warning to the player that if they travel too far away from the main game that they

will be killed and will have to restart the level instead of outright losing the entire level.

Movement and Controls

Wick will offer simple universal controls to the player. For both the LIGHT and DARK

Realms, the player will use traditional WASD keys for directional movement in addition to

standard mouse movement for viewing the environment simultaneously. Also, the player will use

the spacebar to jump/glide. The player has variable control over how long and how high Wick

jumps/glides by holding the spacebar for different amounts of time. The LIGHT Realm will be

played through a first person perspective and the DARK Realm will be played through a third

person perspective. In the DARK Realm, however, Wick will have additional movement and

control features. Since Wick is a ghost, we want the player to feel like one when they control

him. This is achieved by adjusting the in-game gravity and allowing the player to essentially

“float” for a short period of time in the air after they have pressed the spacebar to jump. This will

allow for creative movement and enhance problem solving gameplay in the DARK Realm. As

Wick, the player will also be able to phase through enemies and certain obstacles in the game

by clicking and holding the left mouse button. There is a limited amount of time that this can be

held before the ability needs to be recharged. Using this ability also brings Wick closer to

insanity and further from sanity by a small amount.

These decisions were made to offer a familiar and effective facilitation of navigation

within the game. Since environment plays a large role in Wick, we believe these specific

controls will allow the player to become more immersed in the experience by exploring every

inch and detail of the world around them with ease and precision.

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Artificial Intelligence

AI Enemy Overview

The enemies in Wick follow set paths or remain roaming in set areas. If Wick encounters

one of these enemies, they will seemingly try to block his/her path by moving in side-to-side

motions or in arcs. When Wick hits an enemy, he gets knocked backwards and is moved closer

to insanity. As Wick nears the end of the level, the enemies will become gradually more difficult.

At the very end of the demo DARK level, the enemies Wick will encounter will target him and try

to knock him out of their area and prevent him from saving the mind as well as move him

towards insanity.

AI enemy types

There will be two types of enemies in the demo version of the game. There will be the

ghosts of the patient’s mind and the ghosts of Sam’s mind. They will each have their own

distinct character model to differentiate between the two. Sam’s ghosts will be the ones that

move in set arcs and movements, while the patient’s ghosts will be the ones that track the

player and directly attack.

AI NPC Interaction

There are patient and staff AI characters that Sam will be able to interact with in the

LIGHT Realm of reality at the sanitarium. They will engage in dialogue scenarios with the

character if the event is triggered and will move about the sanitarium and reside in certain

areas. Some of these AI will divulge information to the player about Sam’s past and his illness,

as well as revealing other facts about living and working in a sanitarium.

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Game Elements

Characters

Sam - The main protagonist of the game, also who the player will use throughout the game.

Sam as he is known in the LIGHT Realm, wanders the Kira Kichiga Sanitarium. As Sam, the

player must explore the Sanitarium during free time and interact with fellow patients.

Figure B.1

Wick - Wick is the secondary protagonist of the game. He is the ghost form of Sam, the player

will have to utilize Wick in the DARK Realm portions of the game.

Daniel Smith - The initial patient Sam has the opportunity to help. He is a friend of Sam while

in the Sanitarium and suffers from Post Traumatic Stress Disorder. Following a campaign in

Vietnam he is plagued by the horrors of war.

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Figure B.2

Enemies

Ghosts of Sam’s mind - These ghosts are projections from Sam’s mind, and have a unique

model and color. They move in set motions and areas and try to block Wick’s path.

Figure B.3

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Ghosts of the patient’s mind - These ghosts are from the patient’s mind, and directly target

and attack Wick. The difficulty and population of these ghosts will be dependent on the mind the

player is currently in.

Figure B.4

Mind Worlds

Whenever Sam helps a patient he enters the patient’s mind world. These worlds are

unique to each patient and reflect the patient’s psychological disorder, manifesting it physically.

Mind worlds will initially be ruled over by darkness but as the player lights the candles within it

they will gradually get brighter and will eventually change appearance to reflect that. There will

be natural obstacles in the mind worlds to deter and delay Sam/Wick.

Interactive Objects

Candles/Light Sources - are spread out in each level that takes place in a patient’s mind.

These candles emit a dim, purple light that helps the player determine where they need to be

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heading. When these candles are ‘lit’ they begin emitting a larger, intensified, white light that

brightens the level for the the player. The candles may vary in size, population, and location

depending on the current level. They may also appear as other sources of light, such as

lanterns.

Feedback Indicators

Sanity/Insanity Meter - This meter will appear on the HUD and provide feedback to the player

regarding their remaining time/health, as depicted by their current sanity. The meter slowly

nears insanity based on a timer (will increment each passing second), as well as on collisions

with enemies. Each time a player lights a candle, his or her meter will get closer to sanity.

Lighting Progress Candles - Each lightable candle in the level will be represented by a small

candle on the HUD. These HUD candles will reflect the state of the in-game candles (lit/unlit)

providing the player with an idea of their current level progress.

Storytelling

PlotAt its most-basic core, Wick is a redemption story. The player may not realize this until

near the end of the game, but there will be subtle hints and some more obvious allusions

throughout the game. This will be clarified as the plot is laid out in progression.

Sam, the game’s playable character, suffers from schizophrenia and is unable to

remember his past. He is currently experiencing LIGHT and DARK Realms of reality. The DARK

Realm warps what he used to think reality was and makes everything darker and more hostile in

appearance. He is unsure of what is real and what is not. He knows that he is mentally ill, but

the DARK Realm feels as real to him as the LIGHT Realm, which signifies the normal reality

that most humans experience. He is living at the Kira Kichiga Sanitarium, an insane asylum.

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The game begins with a skippable cutscene. It’s an overhead view of Sam, who is

staring blankly up at the camera, lying awake in his bed at the sanitarium. The player will be

able to see the restraints that hold him in place on the bed. The scene will be dimly lit, and the

writhing darkness that will characterize the DARK Realm throughout the game will be visible as

it slowly slithers towards Sam across the floor. Sam will be narrating his inner-thoughts during

this time, while the camera slowly zooms in on him. He will give the player a vague idea of his

disorder and of the DARK Realm that he has begun to see through this narration. Sam hasn’t

looked around him and thus has no idea that the darkness is there. Just before the darkness will

reach Sam, the lights in Sam’s room will turn on and the darkness will turn into smoke and

quickly dissipate. A voice on an overhead speaker will say, “It’s free time!” The cutscene will

then end.

From this point, there will be a small time lapse and Sam will be out of bed and out of his

restraints and then the player will begin to control him. This initiates the introductory part of the

game. It is free time at the Kira Kichiga Sanitarium and the player will be able to explore the

starting floor, including the social room for the patients and the rooms of the other patients,

although most are closed. Some of these areas will trigger narration from Sam, detailing his life

at the sanitarium. The player will also be able to talk to certain characters that will be walking

around these areas, including patients and staff.

Eventually, the player will find a hallway and at the end of the hallway there will be a

patient room with the door open that is shrouded in the darkness of the DARK Realm. The

player will be drawn to this room, and this will be where the player has his or her first experience

with entering another patient’s mind and the main gameplay of the game.

The player will talk to the patient in the room, a Post Traumatic Stress Disorder (PTSD)

patient who isn’t physically blind but is blind due to mental illness. He blocked off his own vision

after experiencing the horrors of the Vietnam War as a soldier. Both of his legs were blown off in

battle. The patient is shrouded in the darkness. The patient will talk about how dark it is and how

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much he is suffering. Sam will explain that he is there to help the patient, even though Sam isn’t

actually entirely sure how he intends to help him. Then he reaches out to touch the patient and

enters the patient’s mind. Here, the player will assume the role of Wick, who takes the form of a

ghost holding a candle, and is a hybrid of Sam’s mind and whatever patient’s mind he merges

minds with.

This will be the first of many mind levels that will compose the majority of gameplay in

Wick. Each mind level will be a physical manifestation of the mental illness that the patient is

suffering from and will initially be shrouded in darkness. In this first level, the player will learn

how to save a person’s mind by utilizing the lighting system in the game and lighting the objects

in the person's mind that are necessary to illuminate the overall mind and heal it. Each of these

scenarios is based on the patient, and for the PTSD patient, he must confront the horrible things

he saw in the war and get past them, which is manifested throughout the level. The patient’s

inner-thoughts will narrate as the player explores each mind world and drops hints on what to do

and details his or her story. The player will also learn how to use the other basic controls,

including the basic movement controls, the jump/glide ability, phasing, etc.

After the player saves the first patient’s mind, or fails to save it, then the player will leave

the patient’s mind and resume the role of Sam. If the player saved the patient, then the patient

will be completely healed and happy and thankful to Sam. In this case, the patient will now be

able to see again and will be very grateful. If Sam failed to save the patient in time, however, the

patient will be completely lost to the darkness and now will be raving mad and unable to be

saved by Sam. The player will have made things worse in this scenario.

After this, more patient rooms will be open, and the player will be able to enter these

rooms and go through similar mind level scenarios to save these patients. The player will have

to save a certain number of patients per floor in order to progress to the next floor. If too many

patients are lost for the player to progress, then the player will have to restart the floor/chapter

of the game. The player can save all the patients on each floor, or just the amount he or she

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needs to in order to progress. It is up to the player if he or she wants to experience all the mind

worlds and help as much as possible. Sometimes taking the risk and failing will be worse.

Early on in the game, the player will encounter a patient who he must attempt to save.

This patient is completely insane and mostly covered in the darkness of the DARK Realm. Sam

enters his mind, becomes Wick, and then fails to save him. The level will be unbeatable. Sam

will be thrown from the patient’s mind and the patient will then be completely consumed by the

darkness and will go utterly insane, completely unable to save. This will teach the player about

the LOSE condition within a patient’s mind. If the player doesn’t save the patient’s mind in time,

the patient will be lost to the darkness forever. This is the risk that the player takes when he

enters a person’s mind.

On each floor, a little bit of Sam’s backstory, presumably the reason why he is insane, is

revealed to the player. The sanitarium will also continue to get further invaded by the DARK

Realm as it alters more of the hospital and further darkens the patient’s minds, making the mind

levels harder.

The player will slowly discover that Sam had a wife and two children. The player will

learn all sorts of things about his children and his wife and that he was happy. Eventually, the

player will learn that things started going south for Sam when he lost his job and later when he

apparently became depressed. Then, the player will finally learn that Sam had a bad reaction

with two drugs he was taking for his depression that made him hallucinate and then he

accidentally burnt down his own house while his family was inside. He burnt the house down

with a candle, which is Wick’s signature lighting tool inside of each patient’s mind.

However, Sam will only hear that his family was murdered first, and he is led to believe

that a patient on the top floor of the hospital was the one who killed his family. At the top floor,

Sam will enter a patient’s mind that seems to be completely and utterly consumed by the

darkness. The patient will literally be made of the darkness when Sam finds him in the

sanitarium. Sam will believe that this is the man who killed his family. When he enters the mind,

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he will find out at the end of the level that this is actually his mind and that he was the one who

killed his family. This will be the reckoning point and Sam will have to come to grips with what

he has done in order to heal himself. The darkness will abate after this, returning the hospital to

the normal LIGHT Realm. This is the end of the game. Sam helped many people in the asylum

and managed to realize his own problems and confront them. He may never be able to forgive

himself, but he is ready to go out and live his life.

The final scene of the game shows Sam standing in front of the graves of his wife and

two children. He approaches, lighting a candle in front of each of the graves.

Art Style

The art style in Wick will feature two distinct aesthetic themes . As mentioned before,

there will be a LIGHT Realm and a DARK Realm. Both of these realms will have unique

qualities that differentiate them from one another. However, the overall feel of the game,

combined with the two Realms, has a grim and unforeboding quality. In addition to this, the

game will feature unorthodox proportions to the in-game characters , creating a unique aesthetic

experience throughout the game. See Environment for more information regarding the in-game

world.

Environment

The environment in Wick is mainly divided between the Kira Kichiga Sanitarium, an

insane asylum from the late 1970’s, and the mind levels that are inside of sanitarium patients’

minds, which will be variable. The sanitarium resides in the LIGHT Realm, whereas the patients’

minds are within the DARK Realm. The look and feel of the game will be warped and

fluctuating, which is meant to reflect the unstable mind of the schizophrenic main character,

Sam, who the player is seeing everything through the eyes of. Although the two Realms are

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independent of each other, there is a back and forth power struggle between the two in the

game.

In the beginning of the game, the environment will be clean and simplified to reflect the

aesthetic qualities of sanitariums from the time period. The LIGHT Realm will feature limited

bright colors with an emphasis on the color white. Clean floors, plain walls and limited furniture

will instill the feeling of sterility and order.

As Sam travels further up the sanitarium, the environment of Wick will get progressively

darker. The DARK Realm continues to invade the sanitarium over time, and the minds of the

patients become more and more insane. The mind realms will be completely variable to the

patient whose mind it is. Some minds will be initially darker than others, and each mind will be a

reflection of the patient’s mental disorder and experiences. For instance, a PTSD patient who

fought in the Vietnam War will have a bloody battlefield as his mind level. Healing each mind will

make the mind level more brightly lit and change the way it appears physically as well.

Narrative Technique

The game will be mostly narrated using two major techniques: a character-based

narrative approach and a visual approach. Since this is a casual game, the story takes a

backseat to the gameplay on the hierarchy of importance. Due to this, most of the dialogue and

narration early on is to give the player a basic idea of what is happening and then explain to the

player how to play the game. However, Wick has a compelling story that will be detailed

throughout the game as it unfolds, utilizing character narration and changes in the visual

experience.

The primary method of narrative in the game will be character narration. Most of this will

be done by the main character, Sam. The player will hear Sam’s thoughts during key scenarios

in the game as if he were reading them aloud. This will give the player clues about what is

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happening to Sam (and what to do), as well as further immersing the player into the storyline. At

the beginning, Sam’s inner thoughts will guide the player through a brief overview of what is

happening to Sam, outlining the idea of the DARK and LIGHT Realms and giving the player

indirect advice on how to learn basic controls and gameplay. Dialogue between Sam and other

characters will also function in much the same way, revealing bits and pieces of the story and

furthering the overall plot. When Sam merges minds with other sanitarium patients, he will fuse

minds with them to create another character altogether; the ghost named Wick. Since Wick is a

combination of both characters, the player will be able to hear the inner-thought narration of the

patient as well in this mode, and these thoughts will give Wick hints on how to progress in the

mind world levels and what would need to be done to save the patient from the darkness in

time.

The other major narrative technique that will be used throughout the game is a strong

visual narration. Since much of the game’s appeal is aesthetic, the visual realm that Sam/Wick

will adventure through must clearly indicate progression in story and give hints as to what the

player is supposed to do in each environment. The most blatant use of visual narrative will be

with the darkness. As the player progresses throughout the game and up the floors of the

sanitarium, more and more of the sanitarium/LIGHT Realm will be invaded by the darkness,

creating a sense of urgency in the player to stop the darkness before it grows too powerful. The

warped universe of the DARK Realm will begin to change everything. This will be a sharp

contrast from the mostly typical sanitarium that the player experiences at the start of the game.

The patient mind levels of the game will also have distinct visual appearances in order to tell

small story arcs for each patient. Through dialogue or clues in the sanitarium, a patient's

disorder may become obvious to the player, but the disorder will actually manifest itself

physically in the mind levels. For instance, a PTSD patient from the Vietnam War will have a

bloody battlefield as his mind level, which the player will have to traverse. The mind level will

also slowly be healed as Wick goes through it, illuminating it and returning it to a semblance of

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peacefulness. This will be made apparent visually because of the better-lit appearance of the

level and because of a change of terrain that is less warped and more pleasant for the player to

view.

Game Progression

The game will start off with a cutscene where the player will get some details about Sam

and the LIGHT and DARK Realms of reality he experiences. Then, the player will be free to

explore the LIGHT Realm of the first floor of the sanitarium and check out the patients and staff.

The player will eventually interact with a PTSD patient and enter his mind and the DARK Realm.

As the player is introduced to the gameplay of the DARK Realm, the first mechanics that

the player will be exposed to are that of the sanity meter and the candle lighting mechanics. The

main conflict for the player in this introductory stage is with navigating the environment and

lighting the candles, introducing how to progress through the area along with how to restore

sanity. Once this first part is completed, the player is introduced to the avoidance mechanic. The

player will have to navigate through both the environment and Sam’s mental ghost enemies that

are traveling among set paths. Upon contact with one of the ghosts, the player is introduced to

sanity loss, along with the phasing mechanic that can be utilized to mitigate sanity loss.

Once the player reaches the later candles of the stage, Sam’s ghosts begin to follow

more intricate paths. In addition to this, the player is introduced to the second enemy type: the

ghosts of the patient’s mind. Unlike Sam’s ghosts, which path along the terrain with no reaction

to the presence of Wick, the ghosts of the patient’s mind actively try to stop Wick from

continuing onwards. These ghosts employ pathfinding, actively seeking out Wick in order to

prevent him from helping the patient. The player will have to avoid these ghosts in order to light

the final candles and attempt to free the patient’s mind.

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As the player saves (or fails to save) patients’ minds, he or she will be brought back into

the LIGHT Realm. Here the player has options of which patients’ minds to enter, with the

patients on the same floor being of approximately the same difficulty. As the player progresses

to following floors, the stages in the DARK Realm become more difficult. As each patient in the

higher floors is consumed by more darkness than those in the floors below, the player will be

confronted with more darkness once entering the patient’s mind. This introduces navigating

through the darkness in the DARK Realm, where the ghosts can only be seen if within a certain

distance of Wick’s candle.

As the player progresses to each new floor, interactions with NPCs and cutscenes will

reveal more and more of Sam’s past until Sam’s final confrontation with his own darkness at the

end.

Appendices

Appendix A - Data CD Content1 – Images/Concept Art

A.1.1 Sam ConceptA.1.2 Daniel Smith (PTSD patient) ConceptA.1.3 Daniel Smith (PTSD patient) Concept 2A.1.4 Daniel Smith (PTSD patient) Concept 3A.1.5 Enemy 1 ConceptA.1.6 Enemy 2 ConceptA.1.7 Ceiling TextureA.1.8 Clock TextureA.1.9 Metal 1 TextureA.1.10 Metal 2 TextureA.1.11 Sheets 1 TextureA.1.12 Sheets 2 TextureA.1.13 Sheets 3 TextureA.1.14 Thread 1 TextureA.1.15 Thread 2 TextureA.1.16 Thread 3 TextureA.1.17 Thread 4 Texture

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A.1.18 Tile 1 TextureA.1.19 Tile 2 TextureA.1.20 Tile 3 TextureA.1.21 Tile 4 TextureA.1.22 Wall 1 TextureA.1.23 Wall 2 TextureA.1.24 Wall 3 TextureA.1.25 Wall 4 TextureA.1.26 Wall 5 TextureA.1.27 Wood 1 TextureA.1.28 Wood 2 Texture

2 – AudioA.2.1 Concept Song 1A.2.2 Concept Song 2A.2.3 Concept Song 3

3 – Maya 3D ModelsA.3.1 Wick Version 1A.3.2 Wick Version 2A.3.3 Wick CandleA.3.4 Sanitarium Version 1A.3.5 Sanitarium Version 2A.3.6 Daniel Smith (PTSD Patient)A.3.7 Enemy 1A.3.8 Enemy 2

Appendix B - Document ContentB.1 Sam ConceptB.2 Daniel Smith (PTSD Patient) ConceptB.3 Enemy 1 ConceptB.4 Enemy 2 Concept

Citations

Textures:www.cgtextures.comwww.spiralgraphics.biz

Font:www.dafont.com

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Models:Autodesk Mudbox stock human figure (modified)


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