After consulting with Kate, she suggested that we could start with many experiments about how the game play in a very simple environment and think about the story behind the game later.
So we set up a simple story about a Japanese actor, who looks for his past memory. Or, the player plays as a visitor walking through the scenes and figure out what has happened there.
Some stories we come up In today’s discussion:
A samurai and his unique sword, he learns how to use a sword and get the special sword and lose it. Eventually regains it.
A actor hates his performance but finally regains his confidence.
A spirit loses his memory and wonders around, trying to find his past memory.
I use some elements of Japanese architecture into the environment and put it into Unreal engine 4.
In terms of how players interact with the environment and how they get to know through it, we try to start with some very simple interactivity.
When players collect all the necessary items, they can enter into the next room. Each item is related to the story.
How to get the items?
Players can search in the scene. When they are closer enough the object, there will be a indicator to tell us to collect it, or it can only be collected until some actions are made.
How to present the clues about story in front of the players?
When items are collected, there is a paragraph appearing on the screen or a short 2D animation played.
Each of the scene should contains a theme, they can be separate or connect to constitute a complete story.
By Stark(Guangrui Zhang)
Email Stark(Guangrui Zhang)
Published On: 26/06/2019