Hello everyone! <3
A bit of an introduction...
This is my first post on this site after lurking for quite a while and I wanted to dive straight in! Me and my friend Amber Jamieson have been working on this new project for a short while that we plan to keep working on in the long term in our spare time. Currently we are doing a Masters Degree after studying Game Art for 3 years at De Montfort University in Leicester.
We have worked on a fair few projects with each other in the past, our largest so far being our final major project at uni called 'Guiding Sprites', which was intended as a small art-focused playable demo.
In terms of roles, I mostly deal with the technical half of what we make, which at the moment is mainly gameplay scripting using blueprints inside Unreal Engine. Amber is responsible for the artistic side of the project, and handles most of the direction over that as well as creating all the 3d models and the main character model.
“The real world filtered by our sensory input (sight, hearing, touch, etc.). The term is used not as a filter, but as the mental construct of the world as it is believed to be by an individual, apart from actual reality.”
PHANERON is a narrative-focused, exploration based puzzle game. As the player your goal is to piece together your broken memories by journeying through a surreal dream land.
PHANERON explores the idea of perception; how one person might see the world in a completely different way. The term “Phaneron” itself means the reality we can perceive through our senses; how can we know the reality we perceive to be truly real?
You play as Phe, a young curious teen who has suddenly woken up inside this world, with nowhere else to go apart from through the one significant landmark in the landscape: An ominous, gigantic tower.
The tower itself represents the different 5 stages of grief: each stage is represented by a new section of the tower that has a different theme and new types of gameplay obstacles. Phe progresses up the tower to overcome their grief over the loss of their friend.
To reach a new act the player must solve the environment puzzles in the current area to gain entry to special magical doors, through these doors are glimpses into Phe's past, focusing around memories of their friend. This will aid to progress the story as well as hint at subtle connections between this dream world and the real world that Phe lived in.
A lot of the narrative details are far from being fleshed out yet, will update this more as we have it, once gameplay the gameplay is a lot more solid!
Core gameplayThe gameplay is a third person puzzle game, upon entering the tower Phe gains the ability to start shifting the dreamscape to their liking by using a beam of light projecting from their hands, this involves interacting with the sliding tile mechanisms, solving them in order to gain access to new areas of the tower.
The puzzle mechanics are very simple at the moment, barely scratched the surface of putting all the fun brainbending stuff in that we want to do. Currently the core mechanic of sliding tiles around is implemented, including basic logic and rules which the player must figure out. Tiles can slide one tile at time, across certain other types of surface that you will figure out during the game. To activate the next puzzle you must slide the movable tile onto an end tile of matching colour or shape.
Gradually I am implementing more rules like multiple output tiles that lead to different puzzles or do different functions, surface types that block tiles of certain colour or shape and moving entire board sections around.
I watched a video of Jonathan Blow talking about he tries to create a situation whilst designing his games that the rules come more naturally after iterating on a base mechanical idea, to create an environment where the game seems to design itself to a degree. This basically means exploring every possible way to use a singular mechanic, so I want to look into how the third person camera could help in creating some unusual puzzle designs, how gravity could affect the tile movements, maybe if you turn the surface the tiles are on gravity acts on the tiles and they drop off the bottom? Or maybe at some point there would be surface types or tiles that would ignore the grid movement completely. These are all things we will explore while designing each section.
The tower and art styleThe art style of Phaneron comes from a range of inspirations including Surrealist art like those by artist Jacek Yerka and Jim Warren as well as real life inspirations; for example, locations like Brean Down in Somerset.
A major theme of Phaneron is contrast between what is real and what isn’t and where the lines between the two can blur. Because of this the dream world in this game will represent a mish-mash of locations, similar to how dreams feel when you walk around a corner and end up at somewhere completely different.
The focal point of the game is the tower itself, the tower has 5 layers for each stage of grief, each with it's own different look and feel. The tower is an impossible structure, dream-like in it's construction. Essentially an Eldritch location:
http://tvtropes.org/pmwiki/pmwiki.php/Main/EldritchLocationCurrently the exterior of the tower is less designed as we want to focus on getting the layout of interior level design as figured out as possible first, so Amber is working on some basic art stuff there. Here is a basic moodboard detailing what we are going for in each key section of the game (better off looking at it full res so I posted a link instead.)
- Brean Down, Somerset
- Victorian Architecture
- Ornate Tiles (Especially those of Arabian or Victorian stylings.)
- Geometry (Including sacred geometry, geometry puzzles and impossible geometry.)
- Juxtaposition
- Natural vs Manmade
- Dark vs Light
- Mundane vs Fantastical
https://drive.google.com/file/d/0B16OO0ieS9vwQXhuY210dWt2Nlk/view?usp=sharingAmber has been doing some basic paintovers of some 3d stuff as well as some initial mockups of how we want the tiles to animate.
Stuff and things!Some random pieces of design work, will remove these as we begin to post more, this is just to show what we have done so far.
Everything so far is the result of us experimenting, so a lot this is subject to change drastically! I mean, I guess that is the nature of Devblogs...
There should be a lot more in-engine stuff over the next couple of weeks, also we post onto Twitter and our own personal website if you want to follow us over there. On our website we have some posts detailing early development going back a couple of months if you want to read into some more of the details. <3
Thanks for taking your time to read, I hope you will enjoy what we have to show! Any comments, questions, criticisms, etc are more than welcome! Have a nice day!