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Milestone 1 – Inc_mplete Concept

Emmett Gately

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A Basic Summary

Inc_mplete is a top-down survival horror game in which the player takes the position of the main character, referred to only as Doc, as they navigate a world they don’t remember.

I wanted the player to be able to interact with the world the around them, but my vision was much more ambitious than the time I had available.

The game now only has one level to it, but it still asks you to gather items that can help you survive and escape.

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Target Audience

I am attempting to build a game here that I would like to play myself. So I can say it should appeal to men in their 20s that enjoy the horror genre, particularly the parts that focus on discomfort, dread, and disgust.

But I want to believe that the themes I plan on expressing dig deeper into identity and purpose, so I believe the game will appeal to anyone experiencing a lack of- or a discomfort in their identity.

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Basic Assets

Basic Enemy

Doc – Main Character

The basic assets kind of changed since the beginning of the project. I found a sprite sheet for the main character from hotline miami that I thought fit well. Both enemies are from Darkwood, so I was able to keep the theme on point.

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Mechanics – Game Description

The game mechanics were broken down into their base components. Gathering items strewn about the level in order to fight back against the monsters roaming these deadly woods.

Piece together the few bits of information you have at your disposal and break out of the Valley.

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Mechanics – Controls

Gameplay mechanics will be mouse and keyboard. General inputs will be:

WASD – for movement

Mouse movement – Which way the character is facing

Click – Shove or Use Held Item

I – for inventory (This will open an inventory management system)

E – Interact with environment (open doors, pick up items, interact with objects)

Escape – to enter the settings system

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Mechanics – Enemies / Obstacles

Enemies will have a basic tracking system applied to them, essentially, they will know the location of the character as long as they are in a certain range of them and they will start enclosing on that location. All enemies have a basic sprite and a death sprite. Attacking will require them to collide with the character to deal damage (being pushed back in the process). Damage on the character will give them brief invulnerability to deal with the attacking enemy.

There is a hidden door within the map, fetch the key from a den of enemies and crawl your way out.

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Technical Description – Layout Design and Enemy Interactions

The layout too was broken down to a smaller scale. There is no multiple loading zones, there is the one area and the objective to escape the Valley. Enemies will chase you, they will patrol an area but once they catch wind of you, they will run you down as fast as they can.

Your only recompense may be losing them in the trees or, fighting back.

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Technical Description – Out of Scope Concept

A lot of things I had planned for this project fell out of scope. There is a tremendous amount of effort needed to be put into a game for it to be successful, and a good game at the baseline. I had to cut back on a lot of that due to time constraints and a lack of understanding for certain tools in pygame.

I am happy with what I have delivered, though I am all to aware that it was not what I originally set out to design. It is a compromise of time and effort.