Player Mechanics

Physics 

Key Player Mechanics

Mouse movement

Camera View

WASD

Movement

Space

Jump

Left Shift

Sprint

C or Left Ctrl

Couch + Hide on Wall

Q1 [Qodrat - قدرت ]

Move to Fantasy World

Q2 or time-out

Move to Nightmare world

Time-out in Nightmare

Returns to Normal world

E

Interact (When applicable)

G

Throw Stone to distract

[Passive Mechanic]

As UI around the screen

[Passive Mechanic]

Stress Level

Interactable Objects (E)

Pick up: Medicine and Food

Open: Doors and Gates

Stone Throwing (G)

It is to be decided by the programmers, design wise it is flexible to work with either but we could do like Kingdom Comes Deliverance 2:

Or like how Uncharted throws grenade:

or how ghost of tsushima does it:

Power system (Q)

Struggles

When there is a task that is too difficult to do, for example, climbing ladder seems scary because of height. Player presses Q, something like this happens: access here

Video not found

The environment needs to change, preferably the character too, to new scene,

Now we can do few things here, we can do what the video does, or replace every objects static mesh

Or we can have different scenes/ locations, record what is the player doing in 'normal' in terms of XYZ location, and direction it's looking at, then teleport the player (move player in an instant) to the other level/location but to the ratio of where he was on the normal world, and do the same with nightmare and the same when it returns.

But I think Static mesh change is easier, no?

If the player stays in the fantasy for more than 7 seconds, player teleports to nightmare automatically and has to stay there for 14 seconds as penalty.

For the nightmare, it's same concept but theme is horror instead of fantasy, and q doesn't change scene, you just have to wait for your time out to finish

Enemy AI

Just like the environment and the playable character, the enemy is also changing, but it's changing behaviour as well:

In the fantasy universe, enemies are blind and death, they wouldn't catch you, even if you hit them, they won't catch you immediately, they chance you like a cute penguin mascot and hug you.

But in Nightmare, they are on steroids. They can see far, hear 360 and run fast too. Think Slanderman and Mr T from resident evil

In normal world, they are just soldiers and they have different types.

To find out more aboutEnemies, look at Enemy AI Types


Prototype

Here is an example of the Q system

image_2022-01-01_161010

The location of the narrative is based on North West of Iran, which is full of mountains, jungles and it would be easier if it was set on snow season!

image_2022-01-01_161134

After the player presses the Power key (Q) the world changes to a fantasy world for a limited amount of time.

image_2022-01-01_161236

As a consequence of putting too much mental pressure, the world transfer into nightmare/ hellish environment that the player must spent the same amount of time they used in the fantasy world. (i.e 4 seconds in fantasy → leads to → 4 seconds in Nightmare) if they over stay the maximum amount (which is 7 seconds) they need to stay in nightmare for 14 seconds, twice as much!

2320986e-6055-41ec-b0c1-2f21a4536611

I was hoping to get the similar sort of feel on the fantasy world as the image above (vibrant, colourful, fantastica, FREE). The idea is to introduce the Ferdousi Mythology that has many fantasy Persian Mythology creatures. The aim is to introduce said Mythos to players. A gate way to the Persian mythology. If we can achieve that using shaders, and or post processors... It would be great.

SmartSelect_20211108-081236_Samsung Internet

The feel for the nightmare world is something similar to a horror game as shown using the image above, which could be achieved by using Shaders. The source of inspiration would be Zoroastrian Mythology since they have many demon based creatures and the origin of Zoroastrian is also Iran / Persia. So the Urban side of Zoroastrian religion is showed off in the nightmare side.

By April 2026, we have the following set up and ready:

New Mechanic in ideation: instead of time lock in the nightmare, there would be a bank system. So I press Q -> go to fantasy for 4 seconds → press Q → Go Nightmare, but I don't like it here so after 2 seconds, I press Q again → Normal.

Next time I press Q, in fantasy lets say I say 3 seconds and press Q → Now in nightmare, instead of 3 seconds, I need to spend 3 + 2 = 5 seconds. I can either stay here the full 5 seconds or I can skip it again. The more I skip, the more it hurts Sanity.

[Sanity system is too new and too large to explain atm, will come back later]

Published with Nuclino