When planning this laketown I have a ton of notes all over my sketchbooks.
It's a lot of random words and sentences I want to describe my laketown.
Instead of creating like a document I thought I'll just post it here.
Squeaky and creepy. Creepy noises. Creepy Shadows.
It's a lot of random words and sentences I want to describe my laketown.
Instead of creating like a document I thought I'll just post it here.
Squeaky and creepy. Creepy noises. Creepy Shadows.
Old fashioned. Abandoned.
Some doors will be open to explore the spaces.
Some doors and bridges will be closed and broken to limit the player.
Near the beach there could be a smoky swamp, fade into waters.
The player will see bubbles and debris floating about in the water and along the swamp to show the destruction and rushed leave.
Burning out fireplaces, candles and oil lamps.
FOG.
Boats, some in the distance some still tied up to show neglect.
Crooked houses.
Built randomly, no restrictions in place.
Wooden.
Only candle light and oil lamps.
Semi realistic.
Make it scary.
Bridges, and raised areas so boats could maneuver freely between the buildings.
Must look like it was once alive, busy.
Have a marketplace.
Have little things tell a story.
Altars.
Blood stains.
Bodyparts? laying around. Or at least shoes or some clothing that could fall off easily.
Stains on houses etc left by the monster.
Maybe a lot of footsteps very visible going off into the island, to show a lot of people left at once through that route. Could have marks of being dragged visible in the distance as well.
Not very advanced.
Clothing style, very basic, warm, specific for the trade. Not for dressing up.
Architecture style, it will be very chaotic, no style at all really buildings created just for people's needs.
What time of year and day, it will affect the position of the sun. I will see what works best once I have everything in place.
Posters to communicate the danger? Information about when the sacrifices would be made.
Will be able to look into some houses through their windows and see some things.
Make it feel like the people were still there recently.
The houses on the outskirts of the Laketown will have barricaded windows to show that people feared something from the outside.
Have flowers and things left in front of some houses to show people were dying one by one.
Signs of being dragged away, fingernails on wood and blood marks... these kinds of things.
The player will be the the only survivor and maybe have flashbacks.
Maybe have narration to help tell and understand the story. Just like Tomb Raider you'd hear the players voice when he notices things around the environment.
Have a shaky camera at some points.
Paths will be different sizes and some will feel very claustrophobic between the buildings.
A fence, spikes and all that around the laketown, again to show that they tried to protect themselves from something on the outside.
Signs to show for people not to be outside and close the shutters when it gets dark, to show there was some danger out there.
Candles being very small, looking like theyve been burning for a while now.
Have weird things on window cells trinkets and candles and dreamcatchers to scare the monster away kinda thing.
I like the idea of rugs on the walls near the beds. Looks very. awful, but fits in i think :')
The aim of the game will be for the player to find out what happened, through the clues I leave around the environment. The player will need to explore the environment and that will push him to do so.
The end would be at the tip of a long pier with an altar at the end, used for making the sacrifices for the monster. Maybe I'd have an animation going off at the end killing the player too...
Not very advanced.
Clothing style, very basic, warm, specific for the trade. Not for dressing up.
Architecture style, it will be very chaotic, no style at all really buildings created just for people's needs.
What time of year and day, it will affect the position of the sun. I will see what works best once I have everything in place.
Posters to communicate the danger? Information about when the sacrifices would be made.
Will be able to look into some houses through their windows and see some things.
Make it feel like the people were still there recently.
The houses on the outskirts of the Laketown will have barricaded windows to show that people feared something from the outside.
Have flowers and things left in front of some houses to show people were dying one by one.
Signs of being dragged away, fingernails on wood and blood marks... these kinds of things.
The player will be the the only survivor and maybe have flashbacks.
Maybe have narration to help tell and understand the story. Just like Tomb Raider you'd hear the players voice when he notices things around the environment.
Have a shaky camera at some points.
Paths will be different sizes and some will feel very claustrophobic between the buildings.
A fence, spikes and all that around the laketown, again to show that they tried to protect themselves from something on the outside.
Signs to show for people not to be outside and close the shutters when it gets dark, to show there was some danger out there.
Candles being very small, looking like theyve been burning for a while now.
Have weird things on window cells trinkets and candles and dreamcatchers to scare the monster away kinda thing.
I like the idea of rugs on the walls near the beds. Looks very. awful, but fits in i think :')
The aim of the game will be for the player to find out what happened, through the clues I leave around the environment. The player will need to explore the environment and that will push him to do so.
The end would be at the tip of a long pier with an altar at the end, used for making the sacrifices for the monster. Maybe I'd have an animation going off at the end killing the player too...
No comments:
Post a Comment