1 of 15

CPSC 4170/6170: Milestone 1 Presentation�

Matias Volonte

CPSC 4170

2 of 15

Game description

Game Title: Repressed

Genre: Liminal Horror/Puzzle Game

This genre involves exploring a series of liminal spaces while solving puzzles and avoiding whatever entities are put in place to stop the player. The goal is to escape.

3 of 15

Game Story

The story follows a middle aged male who fell into a coma and woke up within another dimension. This dimension is created from negative emotions/traits contained within the main character's mind. If there were multiple levels each level would explore one of the main character’s flaws. With the corresponding mechanics forcing the player to play into that flaw to beat the level.

4 of 15

Game description

In Repressed, the objectives are:

  1. Avoid The Entity: Do not let the entity catch you, make sure to hide from or run from the entity.

  1. Find an Exit: Search through the level for any clues of how you can escape the level.

  1. Complete Puzzles: When searching for an exit the player will have to solve many puzzles in order to progress.

  1. Photograph Points of Interest: The player will have a camera and will need to use it to photograph points of interest as they play.

5 of 15

Game information

Skill rating: Moderate Experience.

Audience:

Rated M for Mature 

The game will target a more mature audience as there will be themes of horror. No specific target sex. Targeted for horror fans.

6 of 15

Color Pallette

This is not the final palette nor is this image an accurate representation of what I want it to look like. Just reference.

7 of 15

Game references

https://store.steampowered.com/app/1926620/The_Backrooms_Lost_Tape/

8 of 15

Entities – Player Character

  1. Main character
    1. The main character will be mentally unstable.
    2. The main characters looks will not be shown as it is first person.
    3. The character will be able to crouch, sprint, jump, and take pictures with a camera.
    4. The main character will be a middle aged man who has many negative traits that the game will revolve around.

9 of 15

Entities - Enemies

The main enemy will be The Bound Entity

�The Bound Entity

    • Behaviour
      • The Bound Entity will stalk the player until photographed. If it stalks the player for long enough it will split the stitches down the center of its body and become aggressive.
    • Looks
      • The bound entity will be tall and lanky with stitches running down the center of its body. It’s appearance will change when it rips its stitches.
    • Technically how you think you will manipulate this entity
      • The entity will have a state machine where it has a stalking state and a chasing state.

Reference Image, not the actual monster

10 of 15

Game mechanics

Repressed will blend common horror mechanics with other puzzle game mechanics:

  • Camera: The camera will be the main mechanic for interacting with the entities. The Bound Entity will try to avoid being photographed. The camera will also be used to photograph points of interest.

  • Puzzles: There will be various puzzles that the player will have to solve in order to progress in the level.

  • Exploration: Since this is a liminal horror game a big focus will be exploring the space and finding points of interest.

11 of 15

Game mechanics

  • Note Collection: There will be lore notes that the player can optionally collect and read.

  • Flashlight: The main character will have to manage their flashlight in order to explore darker sections of the map.

12 of 15

Modules

  1. Audio Module
    1. Handles all audio.
    2. Hopefully handles 3D audio and echo.
  2. Physics Module
    • Handles all physics objects in the game.
  3. Entity Module
    • Handles all entities.
    • Can apply effects to all entities and the player.
  4. Map Module
    • Handles the map that the player is on.
    • Can be used to change aspects of the map.
  5. UI Module
    • Handles displaying and editing the UI.

13 of 15

Technical Description

  1. Pathfinding
    1. I will be using the A*algorithm for entity pathfinding.
  2. Rendering
    • I will be using the Unity High Definition Rendering Pipeline for higher quality graphics.
  3. Physics
    • I will be using a physics based character controller so that forces can be applied to the character.

14 of 15

Software architecture

15 of 15

Timeline

Final Polish

Implement the audio and rendering to improve the visual style of the game.

Entity Implementation

Complete Entity logic and have a working prototype of the entity.

Camera and Game Mechanic Logic

Implement the puzzle logic and Camera functionality.

Player Controller and Demo Map

Complete the physics based character controller and a demo map for testing.