Coma - Walkthrough Game One Sheet

18:27



For the Gameplay and Interactivity unit within Computer Games Art I am going to be building a walkthrough game using my own modelled assets and scene in Maya and then importing it into Unity3D to create at least 3 different interactive elements within the 3 minute walkthrough game. The aim is to create a certain atmosphere using only the greybox assets, lights, audio and of course the interactions themselves.

The game I have decided to make is called Coma. Above is the One Sheet for the game which explains in detail what the narrative if the game is as well as the more technical aspects:

The X (simply the blurb of the game):
When trapped inside your own imagination there's no knowing what lays around the corner. Can you follow the voices of your loved ones to find your way back to reality?

The 4 Pillars (What defines the gameplay of your game):
  • No weapons to be found or used within the game.
  • No health meter so cannot die. However the player can 'get lost within the coma', never returning to reality.
  • Can't hold more than one object at a time.
  • Collect drawings within the game to help the player recall how they got in the coma in the first place. These pictures can be viewed in the pause menu.
Story / Goals:
Being trapped inside your own mind is far from fun and games. Decipher reality from imagination to delve deep into your subconscious and find out how you became trapped within a coma in the first place. The voices of those from the real world will guide you. Collect pages of drawings of your past to help jog your memory. Only once you face the truth will you truly be able to wake up to reality, or risk becoming trapped as a prisoner in your own mind forever.

Gameplay Mechanics
  • First person gameplay so that the player is constantly immersed in the narrative as much as possible.
  • Space bar to jump (or X on PlayStation, A on Xbox)
  • Left click to pick up / use (or Square on PlayStation, X on Xbox)
  • Esc to go to the pause menu (or Start)

Other Information - Theme, aesthetics, technology:
Coma will be created for PC and consoles. It will have dream-like graphics, using vibrant and garish colours but still keeping it relatively resembling real-life graphics. This will give it a more exaggerated, dark cartoon-like feel and ultimately create an unsettling and eerie atmosphere. Using washed out colours will help with the dream-like aesthetics which will stay in line with the narrative of the game.

The Players Piece (about the game protagonist):
The players name will never be mentioned as it is not important, only his memories and the narrative that plays within his subconscious and 'reality' matters. When he is drifting away from reality he sees himself as a well-kept man, healthy, clean and shaven; as he was before entering the coma. However, once he starts to accept reality nearer the end of the game he realises that he is actually in the hospital, wearing a hospital gown, messy and unshaven as he has been there for quite some time. He will never be heard speaking within the game as I believe that would take the player away from being truly immersed in the game and remind them that they are a third person viewer within the unrolling narrative. However I will include narrational text every now and then for prompting the player in the right direction and giving clues as to his emotional state. 



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