Revised Concept
Intro
My idea is a first-person shooter that incorporates unique freeform movement using Unity’s physics engine. It was inspired by games like Quake, Sub Rosa, and doom. These kinds of games stand as pillars to an early era of first-person shooters and I have spent hours in them. I wish to capture the same energy of these games that focus on movement, skill, and exploration. I believe games should show the players rather than tell them. I don’t believe games that hold the players hand, and sacrifice rewarding gameplay for exposition and storytelling. I have enjoyed working on small projects in Unity and I hope to one day be involved in the development of videogames that people will remember forever. I believe others would be interested in this project because it captures a certain essence of the gaming world that has been forgotten in favor of flashy visuals, hand-holding narrative, and accessibility. I think this project could be useful to others because, I believe we are in a time period where smaller games that try and avoid the trappings of AAA games are seeing a resurgence. In order to bring back these unforgettable gaming experiences through games that reward player ingenuity and trust their audiences enough to let them get a little lost, to let them fail, and to let them derive a sense of accomplishment when they finally succeed. Those who enjoy working hard for their rewards and love to get immersed in games that show them the lore of the land instead of holding their hand’s will hopefully enjoy this game.
Context
My project will take the basic rules established by arena shooter types (focus on mobility and multiple different weapons available at once + non regenerating health or mini map) and enhance the options for mobility even further. This will hopefully lead to higher skill ceilings and allow for amazing gameplay for those willing to master the movement/combat.
Technical Strategy
I will probably exclusively use unity and maybe a few unknown external programs for modeling/sound/misc. things. I bring the knowledge of creating FPS games and am very familiar with scripts and settings required to lay the framework for a basic first-person shooter. I will need to acquire knowledge of level design and minimal visual art aspects. I want to be able to design compelling levels that utilize the characters mobility to it’s fullest without overwhelming the players. I will also need basic visual art skills to make distinguished elements (but beyond that the game will be pretty minimalist visually due to the complete lack of digital visual arts experience).
Aesthetic Strategy
My lack of digital visual arts experience will unfortunately leave the game looking minimal. I hope to change this into its own unique aesthetic, but I plan on running into issues on this front. The game will have to be interesting to look at somehow. The feel will be 1:1, as the sensitivity of control will allow a direct connection between the player and avatar. For example, certain jumps will unlock a certain camera axis and allow the player to rotate their avatar with their mouse freely. Players will feel complete visceral control of their avatar.