M1 Artifact - blog post 1
Core Themes & Mechanics
Mystery as the Driving Force
At its heart, our game is a mystery. We came up with various ideas - unsolved homicides, paranormal twists, and even the intrigue of a 'weather machine'. We wanted this core theme to be the engine that propels the narrative forward. For now, we are considering the idea of a time capsule that turns out to be empty or a scandalous unveiling event gone awry, as it clearly introduces high stakes immediately to the player.
Shooting: More Than Just Bullets
We tried to be creative with the concept of “shooting” in our game. Instead of traditional combat, we discussed “shooting” in two distinct ways:
- Photographic Shooting: Inspired by titles like Phasmophobia and Subnautica, player would use the camera to capture clues, people, and events.
- Projectile Shooting: Borrowing a twist from Barotrauma, we could be shooting projectiles (think needles or medicine) that aren't bullets.
Crafting Your Story
The player will take photos and then use them to “craft” a daily news article—a unique mechanic that ties investigative gameplay directly to the narrative. By analyzing the photos (through either computer vision techniques or state tracking of objects within your camera’s view), the game could offer the player a set of keywords. Taking inspiration from closing arguments in Danganronpa, the player will have use these keywords and photos (clues) to piece together ('craft') the story of the day. The story will go public the next day, and the world / environment may be greatly influenced by what the player chose to report.
Gameplay Loop & Structure
- Exploration & Interaction:
We decided to go with a modern rural town—a setting with a 2005-2010 vibe complete with moody, foggy streets and evocative, slightly low-saturation visuals. You will explore, find items, gather clues, and snap photos. - Turn-Based Day Progression:
Every “day” grants the player a set number of interactions or actions. Some events are time-sensitive (day/night cycles), and the Unity's post-processing effects (altering screen hues or simulating effects like fatigue or disorientation) will give the player subtle hints about both the passage of time and the playable character’s state. - Crafting the News:
Upon collecting enough clues, the player will piece together a news article that not only reports on the findings but also potentially influences the progress in the investigation. Balancing the urge to report quickly against the need to dig deeper could create an engaging, tension-filled choice system.
Art Direction & World Design
Our aesthetic is a blend of 3D environments with a 2D pixel art flair, enhanced by parallax scrolling to give depth and dynamism. Expect:
- A moody, foggy palette: With low saturation punctuated by strategic uses of color (like that unmistakable yellow paint which stands out as a clue).
- A rural town setting: Picture modern apartments from the mid-2000s, a useless/talentless mayor (a nod to The Nightmare Before Christmas), and an overall vibe that merges nostalgic elements with a subtle modern edge.
Narrative & World-Building
We’re experimenting with several narrative angles:
- Mystery Origins:
Perhaps you’re following the trail of a commissioned sculptor who unknowingly created a piece that turns out to be a demon or god from an infamous cult. Or maybe you’re investigating the curious case of a weather man whose failed predictions suddenly turn infallible—hinting at a bizarre secret behind his technology. - Player-Driven Story Paths:
Player's choices could matter. One might be able to take the easier path by ratting on closely related characters to push the story forward, or risk venturing into uncharted territory to uncover deeper, more challenging secrets. These decisions will not only influence the immediate story but could even determine whether paranormal elements are real or merely urban legends. - Collaborative Narrative Building:
We’re also experimenting with narrative structuring. By establishing key settings and planting clues early, we might build the story iteratively. This helps ensure that, even if multiple team members contribute their own mystery threads, the overall narrative remains coherent and engaging.
Extra Features & Future Plans
- Photo Manipulation:
One of the experimental mechanics we’re toying with is the ability to mix different photos to create a larger, composite image. This could unlock new perspectives on clues or reveal hidden details. - Gambling for Information: ("B" : THIS WILL BE IN THE GAME.)
In a fun side twist, you might encounter an NPC who offers information—but only through a gamble. Win their challenge, and you get reliable intel. Lose, and you’ll need to look elsewhere. While not essential for story progression, it adds an extra layer of engagement and risk/reward dynamics.
GD 2 team page (tmp)
Status | In development |
Authors | dgkim16, manateemailbox, LordDragon16, Charles Caton, leorfwang |
More posts
- M2 Artifact - Milestone Blog Report28 days ago
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