The Following is MadFun Entertainment’s proposal for a role-playing game, playable on PC, Mac, Switch, Xbox, & PlayStation. Reblip captures adventure/fantasy tropes while using a powerful mechanic called the “Reblip” to increase replayablility and get the most out of content produced. Many games focus on long grinds & “100 hour in” endgame content. We, on the other hand, plan to focus on a hack-&-slash adventure that keeps the pressure high and makes long play sessions a dream instead of a chore. Emphasis will be on level completion, story progression, and character progression toward a nobel goal. Everything in this initial version of the document (Ver. 0.1.0) is subject to change later on, & will be expanded upon during development. Game Design Overview: Reblip is an RPG wherein a player assumes the role of 17-year-old warrior “Pearl” and guides her through instanced levels from forests to labyrinths to find valuable items, destroy enemies, upgrade her avatars, and ultimately destroy the evil organization who destroyed her home. Most moment-to-moment gameplay happens on an isometric battlefield. The gameplay is action-combat. Using “WASD” / left analogue stick, the player can traverse the level, exploring to find chests for loot, kill enemies for EXP, and find the boss to finish the level or “reblip.” A reblip is an optional choice to immediately restart a just-completed level, but with more, stronger enemies for the reward of better loot and boosted EXP. You can reblip multiple times, stacking in difficulty and benefits. The player must defeat enemies and solve simple puzzles under mounting pressure to complete the level or reach the next reblip. Loot and EXP are important to progressing to more difficult levels. The player inhabits an “avatar,” a semi-robotic clone controlled by their real mind. Over time, they will get experience and items to enhance their avatar and become more powerful, gaining more customization options and new fighting styles & abilities. Level completion/reblips will be broken up by the occasional relaxing trip to the hub area where the players real body is stored. There, they can heal, see their progression, access abilities, and read about their loot. This hub will gain uses and become more efficient as the player progresses. The heart of the gameplay is the level grinding. You complete levels to progress through the game, unlocking more of the game each time. However, it may quickly prove too difficult to simply complete the next level, and the player will have inadequate EXP and gear to complete the level. Then, they will play a level and reblip multiple times, building up a mounting EXP bonus and loot improvement, mounting the pressure to survive as the cost of losing rises. Later levels will grow more difficult, and subsequent reblips will become more intense. The character’s quest is complete when each level has been cleared, at which point they can choose to either reblip endgame levels multiple times in search of the best gear, restart the game, or potentially play DLCs and the like, if they are developed. Replayability and efficient use of content are important to the development of Reblip. The ability to Replip is paramount to this goal. Also, the game is built for expandability and works well with DLC to add new levels and learning levels for tactical decision making. This expandability along with efficient use of content means that large playtimes can come from short development cycles while bolstering player retention. Reblip is a single-player game, though it is possible that it could be expanded for multiplayer modes and DLCs. Plot & Setting: Reblip is set in an arcanepunk world, combining elements of fantasy and science fiction, where dungeons-and-dragons style fantasy spells could be combined with high tech weaponry to create a dichotomy of fighting styles. The player’s main character “Pearl” was a seventeen year-old girl when raiders from the mysterious “otherland” ravaged the world and destroyed most of humanity, resigning the rest to become mindless savages. She survived and with the help of her best friend “Natalie” can inhabit expendable avatars to destroy the raiders. The world of Reblip will have a sombering and ravaged tone. Levels will take place in environments that fall into one of two broad categories. Some levels will be dilapidated wasteland, taken over by nature and filled with savage enemies, monsters, and some patrolling soldiers. Other levels will be oppulent military bases or laboratories, surrounding powerful bosses and filled to the brim with soldiers and “otherlanders.” The plot will focus on the wadr against the otherlanders, allowing for all sorts of DLCs foraying into the otherland or unexplored corners of the world, seeing what lies in the shadows. Gameplay: An exemplary game-play session may be as follows: The player starts up the game. They enter the hub and walk around, seeing the potential to go to Navigation, Gear, Upgrades, and some NPCs scattered about. Navigation allows a player to play a level, gear allows a player to equip and research their gear, upgrades allows them to change up their abilities and improve their gear, and NPCs will be unlocked throughout the game and unlock different functions. A new game begins with an introductory cutscene, and introduces a few characters along with the main plot. A basic controls tutorial will take place, and then the player will choose a few stats to allocate points to. Points can be reallocated in “Upgrades” at any time free of cost and are gained each level. Once this is complete, play begins. Note that the above is all accessible as a level and can be redone at any time, save for the gaining and allocation of points. If the player has already completed this, they will have to explicitly access it through “Navigation” instead of automatically being greeted with it. The hub, along with all levels, will presented in an isometric view. It will begin as a simple square with a few consoles around it, but can be developed over time as the player unlocks new things and NPCs. Those consoles are the aforementioned “Navigation, Gear, and Upgrades.” Movement around the hub and levels is done on computers via “WASD*,” whereby ‘W’ moves the player-character up on the screen, ‘A’ moves them left, ‘S’ moves them down, and ‘D’ moves them to the right. If two keys are pressed at the same time, the player will move both of those directions at the same time (though both movements are multiplied by {1/√2}), with the exception of “A / D,” and “W / S,” which do not move the player at all. Left click facilitates all interactions in this area. On consoles, the player will move with the left analogue stick with their movement aligning with the stick. Arrow keys on computer and right analogue stick work in the same way, but move the camera independently of the player (only available in the hub area). The camera snaps back to the player when movement is initiated or an ability is used. Gameplay begins when the player uses the navigation console and chooses a map to play a level on and then selects a level from the map. The player can see all lit parts of the level their character could see, and unlit areas are only visible when the player character is very near to them or a light source is activated. The game runs on a real-time basis, where the player encounters enemies or puzzles and then interacts with them, killing or solvind them respectively. For instance, the player walks through a bright forest and sees a locked gate to a cave, with a keyhole. They backtrack to a dark building, and walk toward a corner to be met with an enemy. They use their basic attack a few times, take a few hit-points of damage, and then finish the enemy with a special ability. The enemy dies, and the player collects the experience and picks up a few items of loot, including a key they bring to the locked door to open it. Inside, they find a boss monster in the center of a circular room with a ranged enemy chasing them while being provided with immunity. The player uses an ability on the boss, and then dodges a few attacks from the ranged enemy. The run around the room, guageing their speed to avoid entering the line of fire while attacking the boss monster. Then, the monster activates an area of effect attack that forces the player to the edge of the room, forcing them to run away and stop to inflict a few ranged attacks. The boss falls and the ranged enemy is quickly dealt with, leading to the end of the level. Then, the player may choose to Reblip, at which point they employ their knowledge of the locked door and immediately enter the dark house. The house is dark, and they see a stronger savage who they begin to attack. They’re spotted by a ranged enemy (who was not present before the reblip), and take a few arrow shots. They are almost overwhelmed but survive the battle. They use some consumable potions, and pick up some gear. They move toward the boss room, and upon entry are quickly killed by a pair of invincible ranged enemies. They lose all gear and EXP gained from the previous fight, but retain the rewards they secured before the reblip. Marketing To Be Continued . . . Development Staff: The developers of Reblip are as follows, listed in the format {Position: Username (% of Profits)} ● SFX Designer: u/JustinJetZorbas94 (10%) ● Programmer: u/TheVerminator628 (25%) ● Game Designer: u/TraysonCrazier (25%) ● Artist: u/nuskizinha (20%) ● Writer/Composer: u/CautiousAd271 (20%) To Be Continued . . .
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