Intro:
Suluco,
a recent 2083 CE advent of virtual reality taps deep within the users’ child
psyche, allowing them to experience the bliss of being a child again, while enjoying
the uncanny mayhem of 2020’s shooters. Unfortunately, you were among the
earliest beta testers, trapped upon someone rewriting the software midgame. It
is up to you and group of three other individuals to complete the game in order
to safely separate your minds from the machine.
Rough
plot:
Stuck
within a virtual reality game by the work of exterior forces, you must lead
your crew to different control points, grabbing orbs of energy to return to
your home base. Once all the orbs are returned, your mind and the software will
become separated safely. It all isn’t quite that simple, however. There seems
to be a horde of other users in the game, and they aren’t exactly from Earth. In
between control points, your squad can choose to setup camp for the night, or
return to your base. During the camping sessions, you find out more about the
backstory of your teammates and what their life is like outside of the game,
slowly piecing together why someone would purposefully endanger your lives.
Gameplay:
A
3rd person cooperative action adventure shooter game in which you
and 3 other crew members must capture specific control points to progress the
story and complete the game. Each control point does not have to be chosen
linearly and how you choose the control points decides how the story will
unravel for you.
Control
points provide stations at which you can upgrade weapons and armor, as well as
pickups that allow you to turn into your adult self for a limited time and
crush enemies with extreme ease.
Artistic Style
Outline:
The overall style should describe a
highly stylized 3D game drawing inspiration from the more recent Rayman games,
Awesomenauts, and Sly Cooper as well as from artists like Alexandre Zedig
Diboine, Jonathan Fletcher, and Ahmad Beiruty.
UI
organization will be attuned to Dead Space, but will still hold a visual style
that closely resembles the character and environment designs.
The
home base of the game is a friendly forest of massive hollow trees in which
elevators reside to take child residents up to their treehouses. Colors remain
in warm-green and orange tones to make the player feel at home.
Other
locations in the game include a frozen tundra, swamp, and desert, all upon an
alien planet in which the dominant creatures hail from the swamp.
Humans
are all the size of 7 to 10 years olds, with repeating simplistic forms of
circles and squares. Colors are generally warm and saturated, with tertiary
elements taking on cool tones for contrast within the character. Weapons for
humans resemble that of 1950’s toy ray guns and their suits are that of science
fiction astronauts.
Aliens
are the size of 16 to 25 years old humans, with repeating simplistic forms of
triangles and oblong circles. Colors are generally cool and desaturated, with
tertiary elements taking on warm tones for contrast within the character.
Weapons for aliens resemble forms of super soakers (lots of hoses) and their
suits clothing and body structure resembles costume design and art from Asian
cultures. The aliens prefer to live aquatically, but can traverse all types of
terrain.
Characters
on the human side:
A medic
(the person deeply interested in the safety of others at all times, often
forgets he is as important as the rest of the crew), the leader (the boy who
focuses on the overall objective so deeply, it clouds his judgement in smaller
situations, afraid of his own failures), the sniper (a person who knows when to
push and pull in a fight, very cautious and timid), and the heavy (the
character who knows he is stronger than the rest and often uses his talents so
that the others may use their strategic advantages, very sensitive and insecure).
Characters
on the alien side:
A medic
(knows his place, acts efficiently, and never questions the leader, only other
teammates), a leader (ignores his own shortcomings, often calls out commands
and expects them to be fulfilled immediately, has a short fuse), the sniper
(sees him/herself as a lone wolf, under their own guidance and follows the
leader’s rules loosely, does not confront directly in disagreements, has a
strong sense of personal opinion), the heavy (sees their-self as the backbone
of the group and is quick to challenge the leader’s calls when he disagrees,
but is easily outsmarted in debate, unstable in emotions).