i dunno, we had to give a presentation in class just to explain what we came up with.
if i was to actually make this, it'd either be similar to shadow complex in that it is a sidescroller. The only difference is that this game will be reliant mostly on base emotions.
my classmates and teachers brought up ideas on whether i should use the lighting, sound, and overall environment to create a sense of fear or claustrophobia at certain parts, making the experience more intense.
i don't really know, but they gave me a bundle of great ideas to run with.
Cool. Base Emotion eh? Lesse if I list some base ones... Fear, duh, anger? No... Rage... Anger involves concious thought and comprehension.
Fear Rage Desire: The objective kind, IE, desire food, desire shelter, etc etc excitement: intensity, vibrancy of the body and 'mind' Glee: Happy sub version of excitement. Curiosity: the emotion of Desire specialized on learning the unknown. Aggression: Subtly different from Rage, aggression is violence out of necessity, not in response to a perceived wrong...
Well, those would be my listings off the top of my head and my perceptions of them.... How would you like to conceptualise those through the enviroment? what would you do and use to evoke those feelings? this question is posed by my own curiosity. I am now entranced on this subject.
well, first off, the gameplay would be somewhere between bionic commando, batman: arkham asylum, assassins creed, and mirrors edge.
saying that i mean that, as the player, in a 3D environment you will have total control of the character's actions, decisions, and faults as you make your way through caverns and deep, dark caves.
Utilizing emotion would be something like using innate fears: claustrophobia, fear of the dark, arachnophobia; stuff like that.
This environment provides a great base plot for this seeing as your character is running around through caves. I also got tips on using false lighting. What i mean is that some of the creatures you would encounter would have evolved to understand their environment like giant glowworms or albino animals. fluorescent cellular genetics could fool the players into thinking that a certain path is a way to the surface, when in fact it could be a glowworm nest.