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THE BOTTLE

THE BOTTLE. Wendy Su & Angela Elliot. Plot.

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THE BOTTLE

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  1. THE BOTTLE Wendy Su & Angela Elliot

  2. Plot The plot of our game concept revolves around Irving Roberts Jr, more often known as Junior, a young member of the mafia during the prohibition era. Junior is tasked by his boss to infiltrate an old mafia rival's mansion, in order to steal his most prized possession; a bottle of the rarest and most coveted liquor in the country, worth several thousand dollars. Junior does not know much about this man, except that he has a longstanding history of bitter rivalry with the boss. As the boss' prized rookie, Junior is quickly dispatched to fulfill the task, as he has proven himself an especially skillful thief and con artist, should he need to confront the boss' rival himself. However, the residence he enters turns out to be a mind-bending living puzzle, threatening to imprison Junior unless he can solve its puzzles and retrieve its treasure. We've decided to use bottles of liquor and bottled ships as recurring visual themes in our game, which gives us inspiration for the title of our work, "The Bottle". Main Character: Junior

  3. Genre The game genre we chose is something resembling neo-noir as well as mystery. Our protagonist himself is a shady, perhaps overly confident character who discovers his shortcomings while attempting to escape his prison while locating the treasure. There will also be an underlying back-story present in each room of the house, with bonus content should the player choose to fully unlock the content for each room.

  4. Mechanics The game's mechanics focus heavily on the puzzle genre. Each room Junior enters is a scrambled room, much like an inverted Rubix cube, with the room's surfaces divided into rows and columns of squares. The number of columns and rows depends on the difficulty of the puzzle. Junior must first locate a device somewhere in the scrambled room that will enable him to remotely "turn" the rows and columns of the room's surfaces. The goal is to line up the pieces in such a way that an "exit" is built and arranged correctly (such as a door or an air vent). The number of pieces required to build the exit increases with every room. One does not have to rearrange the entire room to exit, but doing so enables an 'exploration mode' where Junior can more fully inspect the room, often revealing parts of the story and backgrounds to characters and events. Junior is also able to collect one or two bottles of liquor per room, which he can use towards an endgame collection section (for achievements), as well as an actual tool in certain rooms (say, if he is needing to light up the darkness by setting fire to it in a bowl).

  5. Why 3D? We deem the element of 3D as necessary in our production almost purely because of the puzzle engine. Attempting to create a moving engine to move the pieces of the room in three dimensions in a 2D manner would prove nigh impossible. Junior will be able to look at the room either from a third person or first person perspective, and must tilt the camera to look at his surroundings. We also want to reinforce the exploration aspect of the game, which is made easier in a 3D environment where one needs only walk up to an item to inspect it from all angles.

  6. Distribution As this would more likely than not be an indie game production, we found digital distribution to be our best method of selling the game to consumers. Services such as Steam already prove successful for indie games and we would consider distributing to Playstation Network as well as XBOXLive if Steam sales prove successful.

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