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The Lab

Corey Reese

Created on September 20, 2024

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Transcript

Title here

Labyrinth (Working Title)

TBD

IP

Preliminary Concept Art

Discuss Project Vision

Draft Synopsis

Draft Game Concept/Pacing/Loop

This is essential to knowing what to focus on or event plan. It indicates the overall amount of time and focus internal projects should have

This is where the atmosphere begins to take form. Necessary anchor point.

Goal is to hit emotional notes - as many different ones as possible for each version.

Take what we have and point it in a direction. We now have two points, we can make a line.

TBD

TBD

TBD

TBD

Create Flagship Character(s)

Refine Key Feature Selection

Refine Novel Feature Selection

Select a Platform

Based on the material we have and the direction we want to go, this should be directed to Josh/Travis

Knowing platform limitations, what features are a mainstay?

Key features must be drafted prior. This is essential to game asthetic.

What are we considering if time/system allows?.

TBD

TBD

TBD

TBD

Draft Parameters, Metrics, and Boundaries

Determine Game Asthetics

Create or Reference Ideal Settings

Identify Player and Character Goals

Write an awesome title

How does the game make people feel? How should it make people feel? How do we get there?

Use timelines To tell stories in an orderly, hierarchical, structured, and concise way. These are the four pillars for giving a successful presentation.

Put ourselves in the world, the same world. This is key for getting us on the same page.

We know the features, we know the flagship character, we partially know asthetics. That lets us create boundaries..

Based on the limitations of the game, what is the player/character aiming for?

TBD

TBD

TBD

TBD

Asset Creation

Create a Working Model

Create a Stable Environment

Draft Intro Scenario

20XX

20XX

20XX

20XX

This will be the spout that the rest of the story pours from, a secondary setting of boundaries.

Test character/object/entity.

Anything to put in as a test.

It can be a 2x2 room if it has to be, but something to move 4 directions in..

Synopsis

Hundreds of years ago, the first English child was born in Roanoke, a town struggling with food and supply shortages. Within 3 years, every colonist had vanished from the town, their fate unknown. The world has the events surrounding Roanoke in history, but in the town itself, it is still very much the present day. The MC, a descendant of the town, visits after hearing a long-lost relative has resurfaced in the town. The MC goes to meet their relative, only to find that this wasn't a person they knew. In fact, this person claims to be from the original settlement, trapped in a hellish landscape underneath Fort Raleigh - a place where none who enter have been allowed to leave for hundreds of years. Asked how they were able to escape, the distant relative says one thing "I didn't, it was a trade - blood for blood". The MC is now on a quest to venture into the labyrinth and save their lost family, as only those related to the original settlers are able to access the lair of darkness underneath the seemingly peaceful town. Preparing for the rescue, the MC enters their family's old estate, to find a cryptic message left by someone in the family. "You are never alone, not when you enter, not when you exit". Surrounding the letter are a bunch of carvings in the wall, symbols the MC cannot make heads or tails of. With limited knowledge in hand, the MC sets out to solve the mystery of Roanoke once and for all. Possible threads Witchcraft: Returning to the idea that the witches are somehow keeping the horrors at bay, but require either sacrifice or just a certain number of them within the labyrinth to maintain the hold. Cult: Forces that desire the rise of the horrors, and attempt to expedite their return. End Goal: Rescue.

Darkness surrounds the coast of the Carolinas tonight. MC notes the severity of the squall as the waves grow fiercer, wondering how a storm could have caught his fishing outfit so off guard. One of the sailors, a local who had never spoken so much as a word in their 2 month venture, begins chanting, dancing, and howling to the moon as he pulls a silver knife from his boot. "Witchcraft!" you hear a sailor shout, as your companions try to wrestle the howling man into submission. Never being one for superstition yourself, you try your best to break the situation up, getting the howler loose from the bodies atop him. Rising to his feet, the howler points to a dip in the sea, not too far off - a whirlpool. The man looks at you one more time, before bringing the silver knife upon his arm, making several cuts in a circular form, and jumping into the sea. Almost immediately, the storm subsides, and a heavy fog sets in. You find yourself on the shores of Roanoke. The other sailors comment on how they narrowly avoided death at the hands of the howler, but something about his expression seemed off to you. Unable to set sail due to the thick fog, you take refuge in the town, unaware that this was only the beginning. Possible Threads Witchcraft: Same as before Cult: Same Native American Influence: Tie in lore that would match their resistance to the conversion attempt of the original colonist angering the spirits of old. End Goal: Escape.

Preliminary Game Concept/Loop

Concept Art 1

The Brainfarm

Based off of number of features for the TTK feature, the time a player needs to make decisions during its active time needs to be exponentially increased in comparison to features being added.. This is due to the multitudes of options a player needs to think about (in reference to Travis mentioning combining sigils) Story is the purpose of the loop. This puts a potential focus on alternate endings. Gives importance to characters. No levels? Have monsters defeated add a boon to the town as well as players. Require an additional requirement other than killing (making it back to the town for example). Possibly have secondary encounter condition be proving the creature's existence? Could be done by providing bodies, taking pictures, etc. Upload to reddit (town will still be unable to communicate with outside)? Convenience cap: Just like skill cap, players won't play a game that works them too hard. Secondary storyline to be inputted. Simple mismatch of facts/information would be effective. Witches? Have a potential game scenario where witches are seen as hostile, but as you gather more info you realize they are trying to prevent the disaster. A potential game ending can be adding to their numbers. Multiple towns/dungeons? Near the end (realization) for sequel potential. Doom Timer? Words on wall like "Croatoan". 1 letter per day. Gives potential to provide support by adding more hints per day. 2.5D? Dungeon like Golden Sun battle, 3d characters superimposed on a background, 3rd person close shooter perspective. Sigils on living creatures that can understand.

Write a great headline

Pose a dramatic question; it is the essential ingredient to keep the audience's attention. It is usually posed subtly at the beginning of the story to intrigue the audience and is resolved at the end.

Here you can put a highlighted title

Use timelines to tell stories in an orderly, hierarchical, structured, and concise manner. These are the pillars to carry out a successful presentation.

Here you can place a highlighted title

Use timelines to tell stories in an organized, hierarchical, structured, and concise way. These are the pillars for carrying out a successful presentation.

Here you can put a highlighted title

Use timelines to tell stories in an organized, hierarchical, structured, and concise manner. These are the pillars for carrying out a successful presentation.