FMP Context

Requirements of the product –

I have decided to make a top down/isometric stealth game, inspired by games like Disjunction, Dishonoured and Metal Gear Solid. The game will focus on stealth mechanics, having the player avoid detection and strike from the shadows. The player will be able to traverse the map through use of ventilation shafts, corridors and various pathways, all while avoiding guard patrols in order to reach the objective. The player will also be able to uncover evidence to get ideas on how to complete their objective efficiently and without alerting the guards.

Conventions of the Product/Genre

The main conventions of my game are attacking from the shadows and avoiding detection. The player will have to calculate their decisions ahead of time to prevent themselves from running into a guard, and thus risk detection. This will be achieved by suggesting good traversal choices through the level design to the player, which will bring players to advantageous positions throughout the map. While these positions will allow the player to sneak and attack more efficiently, they will also be provided with the freedom to move wherever they see fit, inkeeping with one of the design focuses of my game.

Considerations and anticipated problems – What potential problems will you need to solve? What are the important aspects of the production?

Considering the proposed theme of the game, steampunk, I will need to make sure that the design of the game follows that theme, this includes the characters/enemies as well as the environment itself. I will also have to take into account the UI, as different settings influence the games UI in different ways, as mentioned in my research. The game also needs to fit the setting not just in a graphical sense, but through audio too, this means not including sound effects that are too “futuristic” for the time period, as well as including music that would be fitting for the time period/ game genre.

Thematic elements

With the chosen theme of the game, that theme being steampunk, I will need to cater the game to that, making sure the world’s technology is inkeeping with that fact. I have provided myself with some leeway as the game will be set in a futuristic steampunk world, which allows me to enhance the environment accordingly. The theme will, however, affect the sound design of the game. I initially planned for the game to be in a neo-cyberpunk setting so I believed that I should include synthwave music for the game, but now that the setting has changed, I need to find other music that would be appropriate.

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