A third person action adventure experiment, with focus on
exploration, puzzle solving
and combat design
Set in a post-apocalyptic world overtaken by a zombie infection, our stranded protagonist
must reach the watchtower of a nearby prison to contact with their missed group.
I want to achieve an overall TLOU-like look, both in terms of theme and gameplay. These
include a similar character controller and locomotion, supplies gathering mechanic, enemy
behaviour and focus on stealth combat, among other features.
Special emphasis will be placed on keeping a cohesive narrative thread while telling the
past of the place, through collectibles and environmental storytelling.
The core concept of the first beat revolves around the puzzle dynamic to move a rolling
object and use it as a way to reach the highground. The catch is that and the element and
the objective are separated by a roll-up shutter door.
This door can be actioned by a button. However, for it to work, the player must go down to
the garage and turn on a generator. It won't be that easy, as they will have to fight his
way through infected lurking down there.
In contrast to the upper floor, the garage is a dark, highly interconnected combat area. It
features normal type infected, 2 of them static and 3 others that move following a
pre-established path.
A gameplay detail is that, regardless of the style (stealth or aggressive) chosen for this
encounter, turning on the generator will make a noise that will alert the infected still
alive.