GAME DESIGN:
JOURNEY TO ATLA
BY: NICOLE NISSEN
LOGLINE: THE GOAL OF THE GAME IS FOR THE HERO TO GET THEIR FAMILY TO FINISH THE JOURNEY AND MAKE IT TO THE ISLAND OF ATLA. ALONG THE WAY YOU CAN RESCUE SURVIVORS, FIGHT ENEMY PIRATES, FIGHT THE DEAD, CREATE WEAPONS, AND ULTIMATELY MAKE IT TO THE ISLAND SAFE HAVEN.
STORY SYNOPSIS: THE THEME OF THE GAME WOULD BE A MIXTURE OF HORROR AND ADVENTURE. WITH THE LAST OF US FEEL, BUT TAKING PLACE IN AN OPEN SEA ADVENTURE. YOU CREATE YOUR OWN FAMILY OF CHARACTERS AND USING THEM WOULD MAKE THE JOURNEY TO THE ISLAND OF ATLA. YOU THEN CHOOSE A HERO FROM THE FAMILY (THIS CAN ROTATE IN YOUR SETTINGS AS WELL) AND PLAYING AS THAT HERO YOUR GOAL IS TO LEAD YOUR FAMILY TO SAFETY. TO GET TO THE ISLAND YOU MUST MAKE CONNECTIONS AND MEET THE RIGHT PEOPLE WHO CAN HELP GET YOU THERE. HOWEVER, NOT EVERYONE HAS YOUR BEST INTERESTS AND SOME CHOICES HAVE CONSEQUENCES. ULTIMATELY YOU DECIDE THE FATE OF YOURSELF AND THOSE WHOM YOU LOVE.
THE GAME ENDS IF THE LAST FAMILY MEMBER OF YOUR FAMILY DIES. YOU MUST HAVE ONE SOLE SURVIVOR TO WIN. MY MAIN SOURCE OF INSPIRATION FOR THIS WAS DUE TO FEAR THE WALKING DEAD. I’M A HUGE FAN OF ZOMBIES AND HORROR MOVIES IN GENERAL. BUT THE FACT THAT YOU NOT ONLY HAVE TO FEAR THE DEAD BUT ALSO THE LIVING MAKES THE GAME MORE CHALLENGING. THIS IS A GAME OF STRATEGY AND RELATIONSHIPS RATHER THAN VIOLENCE.
POTENTIAL MARKET & GENRE: THE MARKET FOR THIS GAME OF COURSE IS YOUR HORROR BUFFS, ZOMBIES/WALKING DEAD FANS, APOCALYPSE, ADVENTURE, AND ACTION. THIS GENRE IS MEANT TO FEEL REAL. REALITY IS JUST LIKE IN THE GAME OUR REAL LIFE CHOICES CAN HAVE DIRE CONSEQUENCES. IDEAL AGE RANGE WOULD BE AGES 17-40. TYPICALLY MALE BUT WOULD LOVE TO SEE GROWTH IN THE FEMALE DEMOGRAPHIC.
GAMEPLAY FLOW: CHARACTERS START AT THE FAMILY HOME IN LOS ANGELES, CALIFORNIA. IMMEDIATELY ON THE TV SCREEN IS THE CDC EMERGENCY BROADCASTS WARNING OF AN OUTBREAK EPIDEMIC. YOU ARE ADVISED TO STAY IN DOORS AND DO SO. UNTIL YOU HEAR THE CHAOS AND SCREAMS. SOME NEIGHBORS HAVE TURNED AND THEIR ATTACK ON THE NEIGHBORHOOD WAS A COMPLETE SURPRISE. YOU QUICKLY GATHER FEW ITEMS AND EXIT TO THE CAR.
ONCE INSIDE THE VEHICLE YOU DRIVE TO THE EMERGENCY CENTER THAT HAS BEEN SET UP BY THE MILITARY IN RESPONSE TO THE CRISIS. YOU’RE SAFE OR SO YOU THINK. THE GOAL HERE IS TO NETWORK AND TALK, DISCOVER DIFFERENT WAYS TO GET TO THE ISLAND. ONCE THAT JOURNEY IS COMPLETE YOU WIN THE GAME.
CHARACTER BRIEFS: MS WHERE YOU BUILD A FAMILY, WORK HARD ETC.
ZOMBIES WILL VARY BASED UPONG THEIR ENFORMENT SOME RMORE
CHRACTERS ARE CREATED AND DESIGNED BY THEIR USERS, KINDA LIKE SIMS
FRESH THAN OTHERS, SOME WILL BE NORMAL
EXAMPLE:
CONTROLS: STANDARD KEYBOARD UP MOVEMENTS SUCH AS MOR3 FORWARD AND BACKWARD. PRESS A TO SHOOT, D TO PICK UP AN ITEM, AND F KEY TO RUN AWAY
VISUALIZATION:
CITIES:
GAMEPLAY FLOW CHART:
(BLUE= CINEMATIC SCENES) OUTBREAK- CDC EPIDEMIC
(RED= ACTION QUEST OR FIGHT) ESCAPE THE BUILDING
FLEEING THE STREETS
NAVIGATING THE FREEWAY
SAN PEDRO CITY
BATTLE OF AT THE PORT
SURVIVOR CAMP
ALL COMES CRUMBLING DOWN
MAKING THE PLAN
OPERATION HOPE
THE OPEN SEA
QUEST FOR HUNGER
FIX THE BOAT
WRECKAGE
SURVIVORS MAKE YOUR CHOICE
STATE OF HUMANITY
DOT ON RADAR
PIRATES!!
CAPTIVITY
GREAT ESCAPE
HIGH TIDE
STORM APPROACHES
A NEW DAWN
TROUBLE AT SEA
SMUGGLING
ENTER THE BORDER
PEACE OF PARADISE
NOT EVERYTHING IS AS IT SEEMS
THE CELLAR
DON’T FEAR DEATH
DANGER RIGHT UNDER OUR NOSES
TAKE CONTROL OF ISLAND ATLA