Wednesday, May 5, 2010

Day 1

First test post. That is all.

This is the game design Blog for the Group 'Song of the Dresden Memory'.
Our members are Sam Gorden, Max Ross and Cassandra James.

Day 1: The group has been gathered with Sam and Cassandra. Max, who isn't here is stuck with us.
So far, idea discussion has been stilted as there's only two of us so far and we don't wish to force Max into anything he's unhappy with. One developing concept is a combination of all our game treatments into one, taking the Main Player Character of Max's treatment and maybe using Cassandras 'Undertown' world. So far the genre is geared towards Adventure, with a strong sense of exploration. Maybe a strong sense of dream like surrealism or a surreal nether world that forms part of the game world can be included, or maybe surreal puzzles if the game includes such.
Idea: Heavy inspiration form the Fade Levels from Dragon Age Origins and the Imaginarium of Doctor Parnassus.
Multiple endings ala Silent Hill. "Different Choices lead to different fractured realities"
The worlds not exactly all together and as the game progress it becomes increasingly fractured.
"Hand painted dream photographs." Erractic dreams/netherworlds/dreamscape/surrealreality/scape/the other/the fracture.

Sudden plot idea: Not only must the player find his love, but he must fix the Fracture.

What comes next is a logo.
Melting clock.... yeeessss.

Hurum.

FINALIZED TEAM ROLES

Cassandra : Concept Art Design/ User Interface (Heads Up Display) Design/ Soundscape
Sam : Environment maps (Game World Design)/ Environment Modelling
Max : Character Modelling/ Gameplay design/ Prototype

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