THE DARKNESS
The Forest is the darkness. A sense of malevolence – oppressive, trying
to trap/ensnare/squeeze you. You hack deeper into its bowls as it closes behind
you. (Helping the monsters helps prevent this?)
A failed community exists next door (shows what can happen if you aren’t
successful).
What happens when a community fails?
Environment
becomes so dangerous that no one trusts each other. Monsters go from simple distrust
to outward aggression.
Monsters become trees?
Dark (enemy) monsters/parasites/flees spread the darkness. Allows for
visual moment of monster being “Freed” from dark swarm. Player can swat at them
with their tools, destroy nests, etc.
Façade hides darkness (yet shows hints of it)
Darkness in the forest is the forest’s reactive response to Monsters’
squabbles and problems.
UPDATE:
UPDATE:
Malevolent forest + Failed community – forest becomes its own prison. Outbreak that’s self-contained by forest. Some imprisoned alone, others
together. You have to mine the monsters out. Darkness begins to have its own entity/personality. What does it want?
Dark parasites/fleas spread the darkness. Allows for visual moment of monster
being “freed” from dark swarm. Player can swat at fleas with their tools,
destroy nests, etc.
Do dark fleas
transform into something else?
Fight shadow
versions of monsters. Use tools to swipe swaths of darkness off of them.
Dark Fleas hide in dark
part of forest where you fight them. You cannot face a new dark monster until
you’ve helped the corresponding monster in the neighborwoods. (Optional
gameplay, the more you help the monsters, the more dark monsters you get to
fight)
Upon entering dark
area, player has couple of seconds to squash as many dark bugs with whatever
tools they have before the bugs scurry away. Player can also swat bushes/trees/rocks
to get more.
Upon defeat the dark bugs
turn into lightning bugs (become collectible currency)
Remaining dark bugs
flee. Area the liberated monster lives in lightens up.
PROTAGONIST BRAINSTORM: (for the developers, not necessarily for the
player)
Why are they with their grandparents?
Parents undergoing
surgery.
“Need to get to know
you’re grandparents.”
Trouble kid who’s sent
off to grandparents.
Too curious.
Needs to test the
world (out of defiance).
Needs to test the
world (out of curiosity).
Needs to find consistency
in ever changing world of irresponsible parents.
Sick of
overprotective parents, craving for freedom.
Workaholic parents
who are absent
CURRENT WORKING IDEA:
The experience of taking care of monsters
is not new to kid (Inconsistent parents/boarding school experience)
Works well with “home-by-5-o’clock”
gameplay. Kid keeps coming back with another new piece of gear to show gradual
change.
Sent to boarding school because parents’
weren’t very good at their parenting. Kid starts testing new, strict environment.
Sent to grandparents, finds monsters, becomes the adult in the new situation.
(New dean/principle/parent of the monsters. Good luck, bucko)
Kid has to enjoy what they’re doing (cannot
lose child-like wonder)
See: Kiki from Kiki’s Delivery
Service
Any change in kid has to be visible, not
told via cutscenes
Inventive
Quiet
Brood/thinks deeply.
Adheres to the rules on the surface, doesn’t draw attention to themselves,
but watches and plans.
Character references:
Hogarth Hughes from
Iron Giant
Mr. Darcy (Colin
Firth)
Mary Poppins (Emily
Blunt)
Black Widow
(Scarlett Johansson)
Josh Holloway
Max Mayfield (Sadie
Sink)
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