Working Title: Hyperacusis
Genre: First-person puzzle/adventure (somewhere between Myst and Half-Life?)
Platform: Unity Web/PC
First-person, 3D
Core concept/s:
- imagine any first-person shooting game that involves killing hostile or dangerous aliens
- what if you couldn't see them, couldn't touch them, didn't know how to hurt them - because all they are is a sound?
- either a desert or an arctic environment - an open space the player can explore with some signs of civilisation
- the player's "home base" is a research station of some variety (more than a little generic, there) where they return to replenish their health etc
- the whole area is completely abandoned and devoid of life
- the only signs of people are abandoned belongings and homes, and the occasional corpse for good measure
- the player is alone in the environment, which they have to explore at first
- they will come across non-corporeal 'sound creatures' who are embodied by noises which are severely harming to the player character
- the player must explore, find items, and progressively discover how to destroy the sound creatures
- overall goal is to wipe them out completely from the gameplay area
- there are a variety of different sound creatures in the area, which have different effects on the player character and different weaknesess the player can exploit
- the creatures are limited to different 'zones' - most of them do not move around, so the player can remember their locations
- when the player enters the zone around a creature, they will first hear a warning sound that indicates an enemy is nearby (eg/ a high-pitched, grating whine). The nature of this sound may give a clue as to the sound generated by the creature
- when the character is exposed to a creature, s/he loses health and the player may not be able to fully control the character's movement
- the creatures can only be defeated with sound
- the character's main 'weapon' is a handheld sound recorder and playback device
- at the research station, the character has a very simple interface to be able to record and mix sounds from elements in the environment
- the correct combinations of sound played back at the creature will destroy it
- when a creature is destroyed, the zone it inhabited becomes completely 'dead': there is no atmos, and any player-character created sounds are almost inaudible - as if the creature sucked the sound out of the area as it died
- initially, the only item the player has is a pair of earmuffs. These cut out the sound of the creature and reduce the health loss experienced by the player character
- however, they inhibit the player's ability to respond to the creature - the sounds the creatures make are cyclic and pulsing in nature, and the player must record starting on a pulse, or the recording will be useless
- the earmuffs can only be used to allow the player to explore some areas in relative safety - however, they are completely ineffectual against some of the more powerful creatures, who can pierce through them
Obstacles/game elements:
- some creatures can be temporarily stopped by the character making noise (stomping, clapping, vocalising), but this will not destroy them
- some creatures can be destroyed simply by being played back at themselves (a more extreme version of holding up a mirror to an animal to make it aggressive)
- others are not so simple
- for some, the sound must be manipulated in some fashion
- for others, the sound cannot be properly recorded, and must be synthesized using elements from the environment, character vocalisations etc
- the way the player character responds to the sound can be a clue about how to defeat it
- if the character becomes hyperactive and frantic (camera shake, over- sensitivy to controls), the sound needs to be slowed down to defeat the creature
- if the character becomes slow and dull (blurring vision, reduced sensitivy to controls), the sound needs to be sped up to defeat the creature
- if the character becomes disoriented (inverted controls), the sound needs to be played backwards to defeat the creature
- Obviously the entire premise of the game is based around the use of sound and the player learning how to respond to sound instead of visuals
- there would be no background music - the soundscape would be comprised of atmos and ambient noise
- no animal or human sounds except the player and things left behind by the researchers to add to the story and mood
- obviously this would require some more complex first-person character animations
- however, the environment and animations could be simplified to be more stylised
- since the use of sound in the game is not entirely realistic or physically accurate, the player may be more inclined to accept less realistic graphics - though this may detract from the strangeness of the situation with which the player is faced
Potential problems/other issues of interest:
- There are so many problems with this idea like you would not believe
- As mentioned, the project is far too ambitious for the time allowed
- I think the core concept is solid but I am not happy with the specifics of gameplay - they seem both lacking and overly contrived
- the concept of the earmuffs to allow the player to move around in a less inhibited way is good, but doesn't cohere well with the other ideas about recording/playback
- earmuffs could be replaced with simply the character putting their hands over their ears - during which, of course, they can't perform any other actions except movement through the environment
- also toyed with the idea of a sinewave generator, with the player trying to match the core frequency of the creature - possibility of finding multiple 'weapons' as in a traditional FPS
Wow Delia, awesome ideas! I think I like the dark/light one best =)
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