Jason T and I met up this weekend for a few hours to discuss the future of our Ubisoft Game Lab project. After getting some feedback from Ubisoft, faculty, fellow students, and some industry pros in the area - we decided to take the game into a new direction. A direction that makes more sense creatively, functionally, and one that we can build. Read ON!
One of the most prominent criticisms of our game was the that combat did not coincide with the hook of our game - interacting with the bioluminescent alien jungle. So we decided to go back to just that - interacting with the jungle. But how? The first thing I looked at was the tools that the player already had at their disposal - the pulse and flashlight. I decided that rather than reinvent the game's mechanics, why can't we use the ones we already have but in slightly different ways. Take the pulse for example, it is mainly used as a means to see in the dark alien jungle. Perhaps it not only allows you to see but it also causes a reaction in the environment from it. Jason and I mulled over this notion for about a half an hour before I made my big pitch for how the gameplay would change.
You ready?
Reveal should be a survival puzzle game where you need to read and react to the environment in order to win/survive. The pulse mechanic causes the world to light up but it also "resets" it back to its original state. This comes in handy because the flashlight is now the main source of "activation" - it can cause new behaviors to occur in the world. An example of this would be using the flashlight to cause a venus fly-trap-like plant to seductively sway and lure in a predator and eat him which would allow the player to safely proceed through the jungle. Below is a white-board drawing of this type of puzzle.
Reinventing Reveal
We created a few versions of this puzzle and realized that it was fun to play through. But there was something missing from the gameplay though, something else that would cater itself to the environmental manipulation aspect of the game. I then had the idea of using the pulse or flashlight as sort of a machete against vines in the jungle. From there we came up with a system where the pulse retracts vines while the flashlight grows them. This led us to create all kinds of puzzles and such to mess with. In the end we created about 15 puzzles that we prototyped and played through on paper. About 10-12 are going to be digitally created over the next few weeks.
We've got a little bit more than a month before we are off to MTL and with these changes I think we have a much better game on our hands.
This entry was posted on Friday, February 22, 2013 and is filed under Reveal,Ubisoft Game Lab Project. You can follow any responses to this entry through the RSS 2.0. You can leave a response.