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Initial idea for the game I’m planning to make during the course of this module.

Sorcerer’s Quest (Working Title)

1. Game Mechanics 

Gesture-base spell casting.

Advancement: Questing –> Find magical books –> Learn Spells –> Defeat enemies –> Level up –> Questing etc.

Crafting new items to use or trade using components found along the way


2. Genre 

First person, 3D RPG


3. Player Fantasy 

I am a novice sorcerer and need to seek out magical books, artefacts and treasure so that I can learn more powerful spells. In my quest to become more powerful I must journey through dark and dangerous lands, searching for arcane magic that has long been lost to the world. Throughout my journey I will be tested and must choose between the light and the dark. The choices I make will define my character and determine the outcome of my adventure, for ill or for good.


4. Platform and Controls 

Quest 2 VR headset, either standalone or PCVR, using touch motion controllers for…

  • Procedural grasp to hold object
  • Gesture input to cast spells
  • Joysticks for movement/teleport

5. Spatial Abstraction 

First person VR


6. Avatar 

Foundling with dormant magical abilities that have recently awoken. On the run and searching for their true identity having accidentally set fire to their village.


7. Camera Perspective 

1st person, as seen through the eyes of the player avatar


8. Goals and Scores 

TBD


9. Progression and Variety 

Saga style game, i.e. one that never ends. As the player’s journey progresses, more story arcs become available based on previous actions, world state and items.


10. Tension and Rest 

Magical battles through ‘dungeon’ zones lead to more tranquil phases as the player avatar heals, levels up and learns new spells in a place of safety. For example, open a portal to another dimension to rest and train, then fast-travel to new lands to continue the quest. Portals take time to open making them unsuitable spells to cast in the midst of battle.


11. Obstacles and Penalties 

Other creatures and NPCs. Their behaviour towards the player avatar will depend on past decisions and reputation. e.g. kill lots of villagers and suddenly find you are very unwelcome in towns.


12. Resources 

Mana depletes as spells are cast requiring the player to rest


13. Decisions 

In-game choices will affect the behaviour of NPCs. Playing as lawful-good will give the player an entirely different experience to playing as chaotic-evil


14. Simulation and Chance 

Random chance to be used sparingly and only then when it improves the player experience.

RNG will determine accuracy of offensive spells and this will need to be balanced. As the player’s level increases, so too will spell accuracy and damage. 


15. Storytelling 

The narrative will mostly be revealed through gameplay. Cut-scenes may not work in a VR environment


16. Art Direction and Style 

Fantasy horror, dark, mystical whilst questing to indicate danger. Light, happy, vibrant whilst resting in a safe zone.

Colour will also reflect the type of spell, e.g. orange for fire, green for healing, steel blue for ice etc.


17. Animation and Visual Effects 

Spell effects similar to Dr. Strange when casting


18. Sound Design 

TBD.


Photo by Elena Mozhvilo on Unsplash

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