Phantom Culprit: Design
Inspiration
Every game developer needs inspiration from somewhere. For me it was the announcement of the Resident Evil 2 remake at E3. I've always been a fan of the Resident Evil series and seeing the game return to its roots of survival action horror gameplay really inspired me to make Phantom Culprit.
Resident Evil 2 Remake, by Capcom |
The Game
I decided on the setting of a police station, not only because of Resident Evil 2, but also it is a good place for a horror atmosphere that can be confined to a small, single location.
The objective would be for the player to explore the zombie infested police station, find out what happened there and then escape. Perhaps a power switch or a door code.
The zombies would be slow but tough with head shots doing higher damage. The zombies would use swing attacks instead of grabbing due to the previous attempts to create a grab system was too buggy and caused problems in tight spaces with multiple zombies.
The chosen weapon would be a handgun. This limits the player a slow rate of fire weapon with a small magazine. A machine gun or shotgun would make the game too easy and take away from the horror and tension I wanted the player to feel.
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