The Tetrad
Story: Submarine (Sunk)
Opens on a
small boat approaching an area of water in the middle of the ocean. Fisher
equips himself with goggles and a mask. The boat driver explains that this is
the spot and hands fisher a distress beacon. Fisher’s objective is to get to
the submarine and retrieve the data from the central lab computer, then signal
for extraction and swim back to the surface. Fisher dives and descends to the
sunken sub lying on the bottom of the ocean. Once Fisher has entered the
submarine, he begins removing his scuba gear. A savage then attacks Fisher.
During the scuffle, Fisher shoots the tank and the explosion creates a hole in
the submarine. As water begins to leak into the capsized sub, Fisher kills the
mutant. Fisher escapes into the bridge. Bloodstained floors and walls glisten
with grisly fluids. All of the bodies are gone and the power is out. Only dim
backup lights remain.
As the game
progresses, Fisher must survive by sneaking around the sub and making his way
to the central lab computer. Along the way, Fisher obtains weapons to fight
back against the enemies. Throughout the submarine, Fisher can also discover audiotapes
and hidden files to unravel the mysterious events that took place on the
submarine.
Technology
The technology of our game will be based in present day.
Most of the technology in this game will be in the form of weapons. Military
gear and weapons are the focal point of the technology in our game. However,
there will also be other items related to technology such as a flashlight, and
lead pipes. Here is a list of technological items that we plan on including in
the game.
- Present
day
- Military
grade diving gear
- Flare
gun
- Spear
- Harpoon
- Flashlight
- Lead
pipe
- Knife
- Health
packs (food and water)
- Handguns
- Shotguns
- Rifles
- Scrap
metal and blowtorch
- For
patching leaks
- Computers
- Audio
tapes
- Security
system
- Standard
living furniture
- Digital
displays on walls of submarine
Art
We plan on
the art of our game to be reality-based. We plan on researching and studying
various submarine types to have a clear vision of our setting. We want the
submarine to appear sleek and highly advanced. Here is a list of ideas for art
with certain aspects of our game.
- Zombies
- dirty
- grungy
- bloody,
gory
- wearing
work uniforms
- varying
states of deterioration
- Submarine
- dimly
lit
- backup
power enabled
- sleek
design, high tech
- digital
displays on walls of submarine
- living
quarters
- mess
hall
- central
computer lab
- bridge
of submarine
- Port
holes
- Bathrooms
- Objects
and Weaponry
- realistic
weaponry in good shape
Mechanics
Survival is
a core theme of our game. The mechanics of our game will revolve around this
theme. The combat will be running and hiding from an omnipresent being. This
being will instantly kill the player if detected. There will also be less
powerful enemies that can be killed using one of the many weapons in the game
or using stealth.
- Movement
- walking,
run, crawl, jump, swimming
- combat
- shooting
- melee
- disabling
enemies
- stealth
takedowns
- Enemies
damage the player by hitting, biting
- Main
villain can instantly kill the player
- patching
leaks
- interacting
with computers
- listening
to audio tapes
- Enemies
- movement
- fast,
slow, crawl
- screaming