Game design document for SUNFEEDER Final Year Project by Samuel Shaw /// kirko-dev
Student ID:s034863n
Note- purple means haven’t adjusted it from my template yet and it needs to be filled/removed
Tackling player agency in a narratively driven game.
“Player agency combined with dialogue driven narrative is hard to do. More specifically, feeling like player action has no impact on the world. I would like to create an approach to this dilemma that allows for in game action to both have an effect on the world, and change the outcome of certain events. E.g. telling a character you’ll do one thing, then do the alternative behind his back. (lying to them).
The goal of this is to create a set of systems and a methodology that allows for the creation of a narrative that supports player choice, whilst still being scalable and controllable for developers.”
Top-down horror puzzle hybrid narrative driven game.
The sun stopped shining, to save the world, a new sun was made- but it requires food to survive. You are a Sunfeeder. Decide what it eats. Sacrifices must be made to keep the light going.
Top Down, orthographic, narrative, light horror & puzzle elements.
Morality is a resource, and you only have so much. (I love making people make hard choices in my stories!).
Moscow Deliverables