Glad you all like them! I'll probably remedy the stare with some automatic blinking.
48 TutorialBelieve it or not, but you're getting a numbered update again! It's a long one, but if you're interested, you're finally getting some of those old questions on how this game is even going to play answered in a fair amount of detail, in the form of an outline of how the game itself might teach you its mechanics in the beginning!
Design docIn addition to my spreadsheet, I have three more dev tabs with a permanent spot in my browser. One of them (in)famous design docs is there too. For me that's actually the briefest of the lot, and not the huge thing some master docs can be. I only put things I'm sure of in there to make it easy to get a quick reminder, not including the story which lives in its own file. Headlines with a paragraph each, describing a major mechanic or concept. And
the flowchart I made that time.
Today I added a whole page to this previously two-page document. It was time to really figure out once and for all how to introduce the player to the game, while weaving it into the story and making it feel as non-gamey as possible. I'll be implementing it into the Unity prototype over the upcoming days, but in the meantime I'd love some feedback on the ideas!
Teaching mechanics, pt. 1I don't want to teach the player everything all at once (i.e. during the first "time travel") but spread it out a bit to give you some freedom to play with the initial mechanics before learning the rest, and with most of it being organic for immersion's sake and skippable not to annoy returning players, but without confusing newcomers.
Before I go into the details, here are the things I want to clue you in on during this initial segment of the game:
- Testimonies: "time travel" by listening to a witness account.
- Time control: rewind, fast forward, pause, slow down, "keyframes".
- Inquisition: focus on details ("photos"), get info from witness.
1. First foray into the pastAs previously shown, you'll meet the town's coordinator almost as soon as you step off your boat and into the town, and be led to the place that'll serve as your base of operations for the rest of the game.
In there you'll talk (with better writing than this) and fade into the coordinator's account of the very end of the evening (so not the whole cycle yet):
As you can see, the player character is not visible in the past. I haven't decided exactly how to deal with free roaming yet, but regardless you'll be able to "lock on" to characters and move with them, which is what you'll probably be restricted to at this point either way, coordinator being the initial target.
2. Keyframe commentaryAt this point, time pauses and a speech bubble representing the coordinator in the present providing commentary on this account of theirs will pop up. Not like the in-world ones coming from characters in 3D space, but a disembodied bigger one with an avatar of the storyteller. They'll tell you about what's going on at this point in the timeline (funeral ceremony for the person now being set to sea in the burning boat).
These are the sorts of points you'll have little markers for on your timeline and be able to go back to, but not yet.
3. ExaminationTime ticks for a little bit and the boat moves along, but not too far; the body inside remains within view, albeit wrapped up in a cloth. At this point, time freezes again and the "photo camera" interface pops up along with a speech bubble from the player character asking whose funeral it was, who's in the boat. Your only available action here is to snap a photo of the body. You then get a reply, and the "photo" along with the info gets added to your mental notes.
4. Fast forwardYou exit examination mode and time resumes. The boat travels some more before another speech bubble from the coordinator tells you that not a lot happened for a bit, and you get to fast forward ahead until the dam breaks and the flood begins after another keyframe commenting on it. After this events play out until the end of the timeline, where you may fast forward if you wish. You can't miss anything important, because some more keyframes along the way will still halt you in the most important moments, and you'll have full time control of the whole thing afterwards anyway.
You exit the past view, and find yourself once more visible back with the coordinator in the present timeline...
Teaching mechanics, pt. 2- Present timeline: moving around the non-past town.
- Past timeline: the rest of the time controls.
- Deduction: analysing "photo" details to make conclusions.
- Progression: using conclusions to find new witnesses and learn more of the past.
Now it's time to let you loose in the ruined version of the town, or the "overworld" as I find myself referring to it as even tho it's the same place as in the past.
Coordinator asks you, since you have your gas mask, to see if you can find anybody out there, while they recover from the daze of the noxious air outside. Player control is restored.
5. Companion characterCoordinator is now your "companion", a mechanically meaningful concept in the game. They're your hint function when you get stuck, as talking to them will point you in the right way while serving as narratively meaningful conversation at the same time. They leave the house for short stints to help you out once you do figure something out by exploring the past, and know exactly where to take them.
6. RoamingYou're now free to move around town in its post-flood state. Ruins and water hinder your progress beyond the square and the docks where you arrived for now. You can look around but will not find anybody you can help. Talking to your companion will yield a hint to think things through and if anything the coordinator could remember was helpful.
7. Fully exploring the pastThroughout this you'll have access to revisit the witness account you heard at any time as soon as you return to the present for the first time. A thought bubble from the player character will pop up, saying something like "let me go over this again", and having already learnt about fast forwarding, the HUD itself should be enough for you to understand going backwards, pausing, setting the speed and so on, as the correct input to press will be visible next to all of the icons, all along the top of the screen.
At the bottom will be your timeline, with markers at the aforementioned keyframes, and dedicated input for jumping between these as well (e.g. gamepad might bind left and right triggers to winding backwards and forwards, with the corresponding shoulder buttons above for the keyframes). There won't actually be an exact digital clock as seen in the devlog; that's always just been for me while working on the game.
It'll be less intrusive than the mockup, and togglable.
8. Making connectionsYou'll also have access to your stored details, those "photos", on some subscreen. I'll work out the details later, but I think it'll be fairly freeform for you to organise things in your own way. For now one function is important: "combining" or "comparing" photos to make connections that can be presented to your companion. Details to be decided on, but you'll learn this in the UI when you actually go check out this menu.
(one of my earliest tests, in 2D)9. ProgressingYou'll use this function to make a connection that leads you and your companion to realise the likely location of a person. The coordinator sets out to this location and won't wait for you with the limited time given by the air. You'll have to follow. To combat that ol' ludonarrative dissonance I won't let you actually let them wait for you, either by fading to black and starting a cutscene once they get there, or by just making you following them a cutscene or a jumpcut as well, not sure yet, but I don't want to remove player control more than necessary. Input welcome!
To be clear, this is a mechanic, and connections will be confirmed by the game in the form of a new "item" of some sort that you can present to your companion.
Teaching mechanics, pt. 3- Past timeline: non-locked navigation and access to the full timeline.
- Confrontations: "combining photos" to find discrepancies to ask about.
The second character that you found is now with you in your underground base, recovering. After confirmation that they're okay, and some story-forwarding conversation (there's story progression in the present timeline as well, eventually converging on the past timeline with certain events between milestones), you get their witness account, now from the very beginning of the timeline that you'll have access to throughout the game. This is earlier in the evening, some time before the sunset.
10. Multiple witness accountsNow you'll be able to swap between accounts, revisiting either that of this character or that of the coordinator.
11. Free roamingYou'll also get to move freely around the past now, not just staying locked to your witnesses, and will discover those time bubbles if you stray too far away from the focal point of the account you're exploring, as information is lacking in these spots and will need to be filled in by other characters. Things will flicker away, and perhaps at least the first time you do this, a speech bubble will explain to you that you haven't learnt about that place/time yet.
Not sure how the character will look in this state, but probably ghostly, transparent, not quite there, and then when you lock on to someone you swoosh into them like a spirit, keeping some of that flair from the original idea for the game, eh?
12. ConfrontationsIn this new account, mainly taking place on the square by the fountain, where this character sat feeding birds, you'll soon see the coordinator's past self just out of earshot entering the square, moving about, probably highlighted by one of those keyframe speech bubbles from the bird feeder to clue you in on the fact that you can "take a picture" of the coordinator, and perhaps the bird feeder's speech even encouraging you to ask the coordinator (in the present) themselves what they were doing or saying.
Now you can ask them, and unlock the rest of their account of the full timeline too.
Following this, probably again highlighted by a keyframe speech bubble just to teach you the first time, you'll find a discrepancy between the account the bird feeder gave you and the account that the coordinator gave you of something that happened on the square, just so you can take a snapshot of each version, compare them in that UI thingy, and confront one of them about it to move things along.
Then you're fully free to use these tools to figure out the rest of the game, more or less!
DoneWow, this post was incredibly lengthy! I'm getting to bed way later than I was supposed to. But I feel good about getting this out. There were still a few things I hadn't fully considered while I started writing this, so you're my rubber ducks; thank you very much!