Design Document for:
An RPG Maker XP Game by BlueEagle7
I knew him before he led our warriors to death, Before he descended those shadowy depths; I was but a child then, as were we all. Cast mercilessly upon our lonely shore— And spurned by we who Took him as a wraith Cursed to silently wander our hills. We heard not his feet as they passed by our windows, We uttered not his name on our lips. It is said his name was known not even by he. Yet I knew him.
Synopsis Washed ashore a lonely isle you are fevered and weak. You must find warmth and shelter if you are to survive.
You awake, recovered in the simple comfort of a half-way house. But though the body is rested, in the darkness of sleep there lingered an echo of whispers. A foreboding presence – or memories of a tortured past?
Spurned by the people, you wander amongst the hills. With each day that passes you venture deeper into the rocky crags and further into the mysteries that cloud this windswept isle.
There are some that say you are the cursed-born of the watery deep. To the down-trodden you are hope smouldering in a dark hour. Your lips are silent to your past, will your future too, remain in darkness?
Premise You are a nameless and silent castaway washed ashore a windswept isle. The inhabitants meek out a harsh existence on this cruel landscape, whose distrust compels you to live the life of an outcast. Making your living from exploring the wilderness, grander threats are revealed. Political upheaval, military raids from the mainland, devastating squalls, landslides and plague. And amongst all this, the mystery of your own identity.
Mood The mood of the game will generally be lonely dramatic, epic, lonely and tragic. There will be times of innocence, light-heartedness, horror, despair and tragedy. The tone of the game will be mature but never explicit or suggestive.
Plot Spoiler for :
The plot includes several main story arcs centering around various conflicts. 1) Search for identity The main conflict is between the player and the player-character. The player intends to find out the identity of the PC, however, the PC through ignorance or intent, is silent about the matter. As NPC’s are encountered, possible clues are revealed. 2) Exploration of the Island This it the relationship between the PC and the island’s geography The PC appears to have an inherent desire to explore every aspect of the island. Obstacles include: • Mountain ridges that separate sections of the island from each other. • Cave systems that are often partially observable, but are not immediately accessible. • Wild beasts that attack the main character. • Slow supply of items. 3) Sense of Belonging This is the relationship that the PC has with the inhabitants of the island. He quickly develops a certain role, one of protector and leader, yet is considered an outcast and is mistrusted. 4) Love Interest Selena and the PC respect and understand each other, but the PCs desire to search the island, and his unresolved identity prevents this from happening. 5) Other threats The island is also raided by mainland armies, suffering from storm damage, and the plague. There also seems to be an oppressive force tormenting the souls of the island’s people.
Characters and Setting Graphics Spoiler for :
Graphics include the game play map, character sprites, action animations, menu visuals and cutscenes. A visual style for the game is yet to be decided. Some ideas for the tone of the graphics are realistic, or pseudo-realistic, sparse, deep, muted, earthy, sketchy, blurred, rich, impressionist. High level of detail is not necessary, as long at the theme and mood are conveyed, it allows a high level of interaction. Details may be implied or suggested rather than explicitly stated. It is not intended to be bright or cartoon-like.
Sound Common Questions General Features The features of the game intend to focus primarily on interaction with the environment rather than on multiple player-characters, weapons, equipments and magic skills.
Key Gameplay Elements Design History I am currently near the end of the concept phase of the project, and in some areas begun the mock up phase. The mock up phase involves creating an interactive model of the systems, that does not perform the functions. For example, a mock crafting system that allows you to use the menu and produces the selection sounds, but does not manipulate the items.
Concept: Partially Complete
Mockup: Partially Begun
Working Demo: Not Begun
Complete Game: Not Begun
Request feedback At this stage, I am not recruiting. I simply would like to get a little feedback on the concept so far. For example, if you have skills in graphics or sound, what style would suit this game? Or if you are a scripter, how difficult will some of the menu systems be?
Credits to Christ Taylor for his design document template.