Speak No Evil
Contents:
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1. - Introduction
2. - Games Design Document
3. - Gameplay
1. - Introduction:
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This project was created to focus on recreating retro game mechanics & elements using modern techniques and software.
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The main inspirations for this project were the gameplay of Resident Evil & the mysterious narrative of Silent Hill.
Trailer

2. Games Design Document:
In this section I will go over the main aspects of the design document for Speak No Evil. For the full document, use the PDF download button to obtain this document.

The mechanics I chose to use, had to fit the criteria of add to the immersion of the gameplay & if it would be feasible for the scope of this project.
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A mechanic that was completely removed from the final version was the Morphine healing item. I removed it as I felt that it made the gameplay too easy, which would therefore take away from the immersion of the player having to worry about their chances of survival. After a small Alpha test, testers did not complain about the lack of a healing item and when I mentioned it to them they agreed that not including it was better for the tone of the gameplay.
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The heartbeat mechanic is still present in the final version, however it requires a controller to work so not many players will experience this mechanic as it is a part of tracking the players health state.

In the demo for this project I only featured one level, which was Chapter 1, the maze level. A change I made during development was to have only 2 keys that were represented by 2 emblems which the player would get for completing the 2 puzzles in the level.
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I hope that if I do go on to create the second chapter, I would like to make it feature a new enemy that has different mechanics from the one in the maze level.

Gamer motivation was as important as designing my mechanics for this project as it would aid me in creating mechanics that would mesh well with my target audience.

Picking a platform for this project was difficult as I couldn't see it possibly matching up to the success of Puppet Combo's title which went on to be released on multiple platforms. I did however, take into account which platform Puppet Combo started releasing their titles to and I found that it was a platform called Itch.io. Upon further research I learnt that this would be the perfect platform for me to release this project and any future projects as it supported indie developers into getting not only their games played but also to grow a brand awareness.
3. Gameplay
In this section I will go over the main aspects of the gameplay and designs decisions I met certain criteria's that a had set out before development.
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If you are interested in playing this project, please use the following link to the official Outline Games Itch.io page.