@yuanjian
2017-04-25T17:01:53.000000Z
字数 2933
阅读 350
策划
Edition History
Equipment&Sales(Until 2017/2/19):Oculus rift(240 thousand),HTC vive(420 thousand),PS VR(915 thousand)
Horror?Room Escape?Puzzle?
Exciting!Interesting!Amazing!
Resident Evil VIII:
Dying : Reborn:
Core Gameplay : Room Escape;
Advantage : Hardcore
Disadvantage :
Detention:
Outlast:
Based on a unreal world,we use Virtual Reality(VR) technology to show a horror story happening in a modern society.We use extremely terror plot and boss hunt to display social problems we face in modern society such as left-behind children、Campus violence、workplace’s evil etc, and guide players to resist the fear with a positive way.
So our game,《LOST》, would be a first-person horror game of room escape based on VR.The run media is PC and the display media is HTC vive.
In this game The player would plays the psychiatrist professor Yang and enter “mental patient” Chen’s inner world intertwined by horror fantasy and real memory by brain machine.The player need to explore three sections of Chen’s memory which are “workplace”、 “middle school” and “childhood village” by Chen’s perspective.In this game the player will use smart handle to solve puzzles, escape the rooms, avoid the hunt of monsters from inner shadow and gradually find the truth hiding in his memory with the help of his sister’s soul.
The key of the game experience is form riddle and prowl.
Room Escape —— Riddle:The player need to explore the rooms and open the way to the “mirror world” by using the smart handle, and solve the puzzles by collecting clues and props to escape from the room or enter a new room.
Avoid —— Prowl:Any sound will attract the attention of the monsters(Sound and Results will cause the vigilance value of the monster, when the value reach a certain degree, the monster will come to check the room.By the way the vigilance value will gradually reduce.)When the monster is checking the player need to change position or attract the notice of the monster by using the environment,props and go through “mirror world” until the monster leave the room.
袁剑(制作人兼主策划):
负责项目组整体进度把控与协调,游戏的剧情、关卡、交互等游戏设计工作以及音乐、音效的实现
杨伊宸(技术美术):
负责游戏的3D建模和动画,场景和人物设计
陈振英(程序):
负责游戏的逻辑设计与实现
潘登(程序):
负责游戏Azure BOT的功能实现
刘晟(平面美术兼执行策划):
负责游戏策划执行、场景设计以及部分平面设计工作
A/B/C/D.X.X.X
前缀表示所属方向更新,A(策划)、B(美术)、C(程序)、D(音乐音效)
游戏遇到大改动时版本号首位数字+1
游戏中添加系统时版本号次位数字+1
游戏中细节性改动时版本号末位数字+1
(不需要满十进一)
项目协作方式为Unity Cloud
协作专用文件夹Swords Team,里面包括公共文件夹Public Folder和以个人名称命名的个人文件夹
协作规则:
1. 以后每个人提交给别人的文件,直接放在那个人的文件夹里
2. Public Folder里面主要放项目进度表之类的东西,以及多人一起修改的表格等
项目进度规划表位置
游戏设定结构图
游戏框架结构图(未完成)