For the 3rd PGD Challenge I decided to try something I never done before : an abstract "game" with a serious theme. Actually I was hoping for a theme that would allow me create something more serious (and dark) and after reading the contest's rules, creativity immediately struck me and I decided to create a game about life (and death) and all it's negative aspecsts. Although this won't be your typical kind of game as it'll be more of an abstract experience. If I get it finished the way I imangined it, it should be a pretty interesting experience to play.
The working title is "Trugbild" (translating to "Delusion") and it'll have you "command" (or better guide) a human being through life by answering different questions. Each question will be represented as a corridor that your character then will walk through, leading to another questions on his journey through life time.
Each answer will influence different aspects of your character, mostly physical and psychic health, and bad decisions can even lead to death. You'll only have a limited amount of time to answer a question, and failure to do so will impact your character's self esteem.
Currently I plan on having you guide the character through the different stages of life (being born, exploring the world as a baby, being a child, a teenager, growing up, getting old and dying), though I'm not sure if I'll get all these covered within the one month time frame.
As far as the technical stuff goes there's already a working prototype that'll set the stage for the game's dark (and disturbing) visuals. It's running on OpenGL, will use frame buffer objects for off-screen-rendering and shaders for certain visual effects. The first screenshot already shows the film-grain / noise filter that looks much better in motion.
Depending on your character's situation, the screen may tilt stronger, heartbeat is reflected by a constantly increasing / decreasing FOV and I plan on adding different effects that reflect insanity or low physical health.
Download :
http://www.saschawillems.de/download...tion_setup.exe (~5 MBytes, Windows only)
Video :
Screenshots (in reverse chronological order) :
2013-09-07 :
New visual type (ladders), and debugging shots :
2013-09-02 :
Now with main menu, even more shaders (blur!) and different visual styles as well as a death scene :
2013-08-24 :
First screenshots from the "reality" scene that the game starts from and which is shown during the different stages of it.
2013-08-19 :
First ingame screenshots.
2013-08-17 :
And here's a first screenshot from the current prototype (including debug display for FBO and color picking). I've made this prototype this morning, and it already looks almost like I imagined the game's look in the first place, so I'm pretty happy with progress on this one, though it won't be heavy on the technical side and the content will be more work than the coding (at least that's what I predict).
This is btw. the mockup I made in Potoshop and after which I'm modelling the visuals after :
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