Darkness Encoded (Devlog)


­­­Darkness Encoded

Concept Statement:

'Darkness Encoded' is a combination of small, well-executed titles, based on the concept of fear of the absence of light. It uses key mechanical elements from a compilation of titles and applies them in unique ways. 'Darkness Encoded' takes inspiration from Tiny Wings™, Learn to Fly™ and Shopping Cart Hero™. The development of my title was guided by providing a unique experience for the player and an interesting concept that can be interpreted in a variety of ways. The target audience is players who value creativity and innovative game design from a diverse range of cultures.

Genre: Action-Adventure, Strategy, Indie, Casual.

Concept Creation:

Additive Design - The core design concept for this game involves a few basic parameters and meters. These consist of a currency system with a multiplier of distance, height and speed. The concept provides room for expansion with multiple scenes/levels. A modular design with an upgrade system allows for the core structure to be built and then expanded on the intermediate stages of gameplay. The additional graphical elements of game development can be refined in time and built upon to enhance the visuals while preserving the concept.

Subtractive Design - Similarly to 'Additive Design' the modular approach allows for effective use of time while developing. The refined version includes a streamlined, simplistic efficient design to not complicate core working components/mechanics. The aesthetic visuals might be preferred for an easier use understanding but testing will be required for the final product. The use of Subtractive design is critical to creating an identifiable design that values player experience at high importance.

Mashup - Inspiration for development comes from the ideas from the influences around you. I take inspiration for basic systems from the games I am currently interested in. I have taken some of the 'ghost' differences and engineering from the indie horror game Phasmaphobia™. Allowing us to think of possible non-traditional approaches to game design and incorporating elements as influences. The Darkness effect and chasing the light is the opposite of Tiny Wings™, running from the darkness at the end of the day.  'Darkness Encoded' is designed to be chasing the light as the final goal, a subtle change that unfolds the further the player travels.

Anti-Game - 'Darkness Encoded' will be a single-player game to upgrade and progress a typical linear goal. How you get there is up to the player with little minigames being able to be created just with imagination e.g., attempting to get as high as possible etc. A key component of the potential gameplay is having a unique experience for each player - subtle but different. This can be achieved by the Upgrade system, creating different paths with the upgrade that don't illude the conventional path.

Interactive Design (refining & prototypes) - Testing the development and feature of the game at different states is crucial for refining the game for user design. Outsourcing evaluation of the prototype can implement new ideas, game feel, functionality and feedback on the user interface.

Audience & Competitive Analysis:

Design & Story Development - Sketching and describing the gameplay in the early stages creates an image that you want to create and come to life, importantly creating an enjoyable game. Describing key features/mechanics assists with the technical progression and how each element works with the other. This technique can help ground the thought process from an idea to something possible. Story development optimizes the user's connection to the game and can provide an incentive to reach the end goal. Developing a subtle storyline from who, where and why provides a backstory. 'Darkness Encoded' will have a story behind the 'why' but it will be left mostly up to the player to imagine and create, left with a personalised experience.

Strength, Weaknesses, Opportunities and Treats. [S.W.O.T.]

Strengths: Creating an understanding of the preferences that users create when it comes to controls/movement and engagement. Maintaining attention and creating meaningful connections that leave the player accomplished, having a balance between game progression and dopamine that reach and engage.

Weaknesses: Lack of time, research into demographics and your target audience and being outshone by other games within the genre. Compromise where needed but prioritising core mechanics and values to limit disconnect with potential an unbalance with the game's enjoyment.

Opportunities: within this specific game development of 'Darkness Encoded' opportunities is low but the development and betterment of gameplay provided by others creates a collaboration effort to expand.

Threats: within the developer community will always be limitations, with attention spans decreasing and changing gaming cultures. The technology industry is moving at a rapid pace and the threat of being outdated for small established games is a constant risk.

Target Audience - the target age bracket for 'Darkness Encoded' is people in their teens to '30s. The chosen audience is more likely to understand and develop the skills to experience the challenging rewards upon completion of this title. The audience attracts large potential for positive and negative experiences, building interest and creating something enjoyable. The second target audience is specific players searching for engagement and satisfaction by genre. Opposing age brackets allow for a broad perspective for feedback that differentiates from similar titles. In the development of 'Darkness Encoded' specific elements of similar titles were sources of inspiration and used to potentially personalise the experience for the player and stand out in the crowd.

Game Treatment & Concept Art:

Similarities of Concept & Game Design – A concept or idea is the initial experience that has endless possibilities and creativity sparking. The initial approach begins as a free-forming platform with few limitations and constraints, subject to adaptation game design must illustrate reality and technical restraints. Concept art is a useful tool for collaboration it paints a visual for an interpretation allowing for a manual to be crafted with room for experimentation. Genre segments the world of digital creation to targetable niches, bringing together individuals to share common interests and perspectives. Exploring the fundamentals of these concepts emulates the simplicity of early-stage development and limitless possibilities for refining, constructing and learning new techniques to display what it was made for.

Inspiration Showcase from Alternative Titles Within the Industry:

Phasmaphobia™ - Phasmaphobia although not mentioned above had little subconscious effects on the planning phase of 'Darkness Encoded'. I have been playing this game at the time an indie horror ghost game where the goal is to gather evidence and discover the ghost type. Although every different to the current plan, my thoughts sound dark and different special abilities within my development, as I ask myself what I enjoy and what do classify as a fun game mechanic. The similarities between the two are minimal but interesting in how it has subtly affected my thought process.

Phasmaphobia

Phasmaphobia™ (Kinetic Games, September 2020).

Tiny Wings™ - Tiny Wings is a mobile game on IOS & Android my inspiration from this game is the simplistic approach and the relaxing environment. The main element that I am interested in is the day-to-night perspective, the game gets slightly darker the longer the day is, and you could extend the day slightly but eventually darkness catches up. A simple flip of this concept is starting in the darkness and chasing the glimpse of light on the horizon. The further you travel the light becomes stronger and once you have enough power you can reach your way out of the darkness. The development of a simple game function can create such a difference in the gameplay, and how your user experiences your creation.

Tiny Wings

Tiny Wings™ (Andreas Illiger Game Developer, February 2011).

Learn to Fly™ - Learn to Fly is a detailed game that has many layers of complexity at a base level a simple concept. I find this game very enjoyable for the thought of knowing why you are going in the direction you are and knowing that as you travel you can see the physical progression. i.e., a larger booster rocket etc. Learn to Fly has been my main inspiration for 'Darkness Encoded' and reusing elements such as the upgrade system, 2D flight scroll, booster rockets and simple storyline progression. The concept for the storyline is very fun but not essential to have fun playing the game let alone defeating the game, something I would like to incorporate into my design. The addictive nature of this game is inquisitive but allows for events to unfold at a reasonable rate, having a clear progression rate keeps the player entertained. The development of the sequels dives deeper into the constructive new approach enhancing the user's experience while remaining consistent with the storyline.

Learn to Fly

Learn to Fly™ (Bright Light Games, December 2011).


Concept Art Development – the concept art I have chosen hasn't completely displayed the thought process that experienced. All the concept art that I have chosen has been of game titles. my personal concept art will display not just an initial idea but a polished version of my creation. I choose game Concept design knowing that it wouldn't be a complete illustration but rather a grasp at potential design, to fully indulge in the understanding you can create your perspective.

Mechanical specifications & outlines – Below are the basic core mechanics of the game 'Darkness Encoded' the variables and concepts will adapt with the process, but the outline is a point of reference.

  • Upgrade System

The upgrade system will be linked with the Upgrade Scene, the main purpose is to display the user's credits and show the available upgrades and information regarding the purchase. The goal is to upgrade your equipment to reach further towards the light. The upgrades will be varied on different paths available depending on ability and price, allowing choice and not just a linear progression.

  • Graphical/visual interest

Custom asset creation is a major part of my project, creating visual interest and stimuli for the player, as a 2D scroll game with no obstacles I would like to my geometric art style. The focus is mechanics but something eye-catching in the background, a useful tool to not underestimate.

  • Controls

Controls will be consisting of movement in the game with (AWSD) and (SPACEBAR) for rocket propulsion. Your mouse clicks left and right will control navigating menus and the (ESC) will be used for exiting through to the main menu and as a back button.

  • Currency

The currency system will be a multiplier of a few factors, Distance x Height x Speed = credits earned per flight. The currency is in credits and will be able for exchange in the upgrade shop.

  • Dark to Light Cycle

The game will begin in the dark state with low visibility but is not unplayable, once you progress throughout the game it will slowly become lighter as a subtle transition. It will become most evident between flights. Once you reach the light at the end you have defeated the game and rolled the end scene.

  • Storyline and Lore

The game begins with the opening menu, once navigated to the beginning of the game you will have met me your character and the explanation for the journey. You are being chased running from a dark figure. This figure is relentless and gaining ground. You are met with the ground running out in front of you. You have made It to a cliff-face with nothing but an endless ravine. You turn back and forth at the darkness gaining ground, acknowledging that this could be it! You leap and slowly feel your weight sink. Suddenly your booster rockets enable and lifted off and now it's your time to take flight.

  • Start Scene/Upgrade Scene/Settings Sound Scene/Main Menu/End Scene

Graphical windows with buttons and navigating text.





References-

Phasmaphobia™, Kinetic Games, September 2020.

Tiny Wings™, Andreas Illiger Game Developer, February 2011.

Learn to Fly™, Bright Light Games, December 2011.

Shopping Cart Hero™, MonkeyWantBanana, September 2009.

https://chat.openai.com/c/ca209bf5-ae1a-433d-8ad7-a1aadb3729a1

https://chat.openai.com/c/a3744461-f14a-4a49-8a0c-30dff6812663

Chat.openai.com (no date). Available at:

  

Files

[Darkness Encoded] Assignment_2 Devlogs.zip Play in browser
Apr 14, 2023

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