Overview:
Our project is a murder mystery game on a boat at the turn of the 20th century. It will be developed on Unreal Engine 4. The aim of the player is to solve the murder before the boat is able to dock. From a first-person perspective, the player will explore the boat to find evidence and interrogate suspects to determine which passenger may be the killer.
My role:
My main role within our project is programmer/blueprinter which means I am responsible for getting the main systems and mechanics within the game to function. I will start by determining what mechanics we are going to need and then getting these mechanics to work in a test prototype. I can figure out any issues that need to be fixed as well as adjust how they work if feedback from testers deems it necessary to do so. I will be the one implementing most of the gameplay scenarios that are designed by our team. As the story progression comes together, I will be able to use the mechanics I already created to put the game together as we further develop it.
Genre:
Our game’s genre is noir detective thriller. This matches our project as we want to create suspense as the player tries to deduce who the killer is. Each character will be morally ambiguous and have their own motives for potentially being the murderer.
Setting:
The game will take place on a paddle-steamer travelling the swamps of New Orleans known as the SS Arctic. This limited environment allows us to make our game feel a lot more close-quarters to make the urgency of finding the killer higher. It also make the scope of our project more manageable as focusing on one environment will allow us to improve the quality of our end project.
Story:
Detective CC Tinsley by complete coincidence finds himself embroiled in a murder mystery while on a journey across the Mississippi onboard the SS Arctic as the host of a gathering of old “friends” dies under mysterious circumstances. He must determine the exact events behind this tragic occurrence before the boat reaches its destination as he is the only passenger with no links to any of the other passengers including the murder victim.
Characters:
The characters we aim to include in our game are listed below. We wish to have a range of personalities and backstories which will be fully determined as we start fully developing our project. This will also allow the rooms of each character to be visually distinct and have unique items related to them.
- CC Tinsley (Player Character)
- Captain Luce (American)
- William Eubanks (American)
- Fernand Lacroix (French)
- David Kirkwood (British)
- Irene McAllister (British)
- Lillian Brown (American)
- Mr Watanabe (Japanese)
- Franz Haber (Prussian)
Gameplay Mechanics:
As part of our proposal we outlined some basic mechanics that we could have in our game. Part of my role will be determining the extent of these mechanics and how they will be implemented.
- The game will be at least mainly in first person with the character having the ability to walk and crouch.
- Crouching will allow the player to find evidence in more hidden areas.
- There will be a conversation system in which the player can question the NPCs with various dialogue options which will also allow the player to challenge their account of events.
- Clues the player finds may not be immediately useful and may require further inspection to find their relevance for example rotating them to find some more information.
- The evidence the player finds will be displayed on an evidence board which allows the player to make deductions by connecting these clues together.
- The player will have a journal which makes notes on information the player receives whether its directly relevant or not.
- Puzzles could also be included in our game to find information such as safe cracking or rearranging paintings but this is not a high priority inclusion. It may also clash with our game style if it not implemented in a way that is believable in our game world.
Visual Style:
While in the concept phase for our project, we had a very strong idea for what our visual style would be. This was a black and white style but specific colours such as red would be in full colour. While not a completely original idea, we thought this would be a great contrast as well as really complementing our project’s genre. This could be applied by using a filter within Unreal Engine to make most things appear black and white. While further developing this idea, we brought up the idea of it not being fully black and white but the filter being tuned down a little so there is some semblance of colour but the colours would be very moody to still match our game’s atmosphere well. We will fully determine the visual style after experimentation within our Unreal project.
Audio Considerations:
Although none of our team members strengths involve audio we still wanted to take some audio considerations into mind as audio can be really important in creating the feel of the game. Some examples of audio we determined as being important to our project are:
⦁ Ocean sounds/rain
⦁ Boat sounds, engine, creaking etc.
The inclusion of these help to immerse the character in the setting as a lack of these sounds would make it less believable.
⦁ Atmospheric background music
Including background music would help to set the various moods and feelings we want to create throughout our project.
⦁ Crowd muttering
⦁ Character voices/mumbling
These would help to make the environment feel more alive as the environment wouldn’t be completely silent with passengers and staff on the boat especially after a murder. Giving the character’s voices would also improve the player being able to discern the feelings of the characters.
⦁ Jazz or appropriate music.
This music will be mainly used on the main menu so it has to introduce the player to our theme and it matches the time setting of our game well.
⦁ Footsteps
Adding footsteps for the character will better immerse the player in the game. They will change depending on the material the player is walking on to increase the immersion.