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53843492a9
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53843492a9
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da5e29e75b
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@@ -19,3 +19,6 @@ InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent")
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[SectionsToSave]
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+Section=StartupActions
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[/Script/UnrealEd.ProjectPackagingSettings]
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FullRebuild=False
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Content/Fab/CC0_-_Toilet_Roll_Holder_3/ToiletRollHolder3.uasset
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28
README.md
28
README.md
@@ -76,3 +76,31 @@ The game's sound atmosphere should be unsettling, although the player is alone i
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Sometimes the world design and the Target Object would also be unsettling. Examples of unsettling Target Object could be: any part of the human organ, knife with blood, altered art piece.
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The music will mix with static or pitched up/down if the level design is more unsettling.
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## Level progression and level design
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Level zero, will consist of tutorials that will teach the player what kind of anomaly the Target Object might present.
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The first few levels will consist of easy to find Target Objects, the difference could be: changing the colors, or inverted scene with one object without being inverted.
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There will be also some fun levels, for example, a level with only stairs, and the player must walk through all the stairs, do a little puzzle to find the Target Object, which could be a CD.
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As the level progresses, the environment will become more unsettling, the Target Object will be strange. There will be graffiti on some walls with weird messages.
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Some level ideas:
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- A subway/metro where the player finds a skeleton
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- A level with graffiti hinting the Konami code using Rubik Cube's notation
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- A laboratory where the cupboard hides an entrance to a place that worships Satan
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- An up side down house, with an elevator to the normal world
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## Plot (attempting to convey plot via environment design)
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The game is a metaphor for a normal person slowly getting crazy, which ends up committing suicide. The game represents all the stages that the person experience as the person slowly loses its mind.
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The center element of the game is not only about Target Objects, which is kind of a symbol of the mental state. But also the clock, as the character slowly approaches insanity, the time on the clock ticks backwards. Any clock in the world, regardless in any world side (normal or mirrored) will begin to tick backwards starting from a specific level.
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All the human character which may appear in the game will appear to be deceased, and its head will be substituted with a clock (either digital or analog).
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The Target Object will be more and more creepy as the level progresses, examples may include: ordinary items, books, disc, broken wine bottles, defaced photo frames, heart, corpses, diary with "help" written all over the page, knife with blood, paintings of unsettling self-portrait, skeleton, red street lamp, satanic ritual markings.
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The game will sometimes display fake Blue Screen of Death messages, after displaying the normal text, it the frown face will be substituted with smiley face, and then a skull head, with the word "help, it is coming" spammed all over the place.
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