The workings of The ringleader





UI



As seen in the image below you can get a feel for what the UI will look like and the general aesthetic of the game that’s the aim. Visibility is going to be kept as clear as possible on screen but limited in the atmosphere to keep the player guessing what’s lurking in the zone.





The game is very dark when outside but the set path has a slight glow to it so the player knows the direction they should be heading.



Mechanic



The player will be able to pick up items and inspect them by rotating and zooming in on them to look for any hidden clues and to pick up some insight of the area and maybe what to expect. I will be aiming to follow the style of inspection of objects like "Skyrim" or "Resident Evil" so the player can clearly see what it is and will be a brief description of the characters thoughts on it. The player will have access to a flashlight, a diary and a gun throughout the game which will become very useful as they playthrough the stages. In the second zone there will be puzzles lined up for the player to solve without getting caught the patrolling enemies who will give chase if they spot the player.



How i got the idea?





When I first got my idea, it was from an experience and a song. When I was younger, I went to an event called “Fright night” at an amusement park called “Thorpe Park,” this is a Halloween event where workers dress up in Halloween costumes and scare you whilst you visit the park and enjoy the horror mazes they have set up. When I went there was a new one called “The Big Top,” it was a large tent filled with horror clowns that jumped at you and chased you, this was an amazing idea to me and has stuck with me ever since.


On day one of production, I decided to use Unreal Engine over Unity, this was a risk, but it was one I was willing to take for the task at hand. Although I am more experienced in Unity, I felt that Unity would not be up to the task and would let my idea down and would not let me show my idea fully, so I decided on Unreal. Another benefit of using Unreal was the wider options of assets available to use and the free monthly assets I had gathered over time. One of my goals was to 3d model for my project but only select things so I decided on the “Circus Tent”. I knew this was not going to be easy, but it was decided.


I started with gathering assets I liked the look of, and thought would fit well in the levels and put them in a project. As the number of assets started to build, I could start to see how the levels would look and at such early stages I was happy. I wanted to use high level assets, so it looked as realistic as possible. When looking at different textures and props, I tried to make sure they all fit together just so that they didn't look out of place. Looking back at my GDD I was still following it as I had planned, and the reference images were starting to come to life.