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Environment 0: nowhere

Rocks .png
Rocks 2.png
keyframe_design_1(2).png
keygrame_design_(2).png

This is the environment where the game starts, in the environment, there is nothing around other than the rocks and the white cube that is supposed to represent the portal to the first level. In the concept art, the character sits down on the near end of the rocks contemplating where is he? why is he here? who is he? then on the right-hand part of the screen a scent a appears, this is where the player starts running to the direction where the scent comes from. In the environment the player is introduced to two gameplay features:

 

1. interacting with the environment by touching the rocks.

2. Learning how to run by following the scent.

3. The scent, in the game the player has to find memories in the form of pictures, each picture gives of a different scent and depending on how much scent you intake it will affect future levels.

Environment 0: nowhere

nowhere_level_storyboard(1).png

This is a storyboard of the nowhere level plan, here shows what the player will be doing in the environment:

1. The game starts with the player on top of the rocks there is nothing around other than the rocks, there is a light shone right above Jake's head, this lasts for about 5 seconds.

2. A piece of text appears that says 'press space', this is a command for the player to space so that they can jump down to the bottom of rocks, the texts appear for as long as the player is standing.

3. After the player jumps down to the bottom of the rocks they sit down, this is when a wind animation comes in, this lasts for about 10 seconds.

4. After the wind animation on the right-hand part of the screen the scent appears and draws closer to the player

 

5. This is the part where Jake inhales the scent, right above Jake's head is the scent bar being activated because he inhaled the scent.

6. After Jake inhales the scent, another text appears that says 'press -> arrow', this is a command for the player to follow the scent

7/8. Jakes follows the scent, the scent is coming from a white void which is supposed to be the game's portal to the next level. the distance between the rocks and the portal is about 45 second difference.

Environment 1: Forest

platform.png
keyframe_design_4.png
keyframe_design_6.png
keyframe_design_3(1).png

This is the environment of the first level in this environment the player is introduced basic gameplay features:

 

1. Jumping and grappling by following the scent but the scent work is on top of the platform, the player cannot progress unless they jump over that platform, top right as an example.

2. Whack mechanic, some of the memories in the game are stuck within the environment so to get these memories out the player will have to hit it in order to retrieve these memories.

3. Alignment mechanic, once the player retrieves the memories to align what's on the picture to the environment in order to advance through to the next level.

This environment is a wooded forest where Jake uses to come out and play when he was a child, but because his memory is somewhat jaded the environment is foggy at the start of the level but as he progresses through the level the fog starts to clear. Also in this environment, the player will be interacting with the environment by getting his coat and scarf.

Inspiration for the forest level

2021-01-15.png

Greybox version of the forest level

Tree.png
scard.png
Platform .png
Picture.png

As mentioned before in the games design document the game's environment will be 2.5D which will mean that the objects of the game world will be comprised of 3D models, but the camera perspective of the game will be in a 2D format, the art syle of the game will in low poly format.

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