Introduction
The document explains the gameplay ability, game mechanics, core experience and player audience.
Target Operating System
Face Straight at Your Anxiety can run on PC Windows 10.
Game Development System
The Windows 10 version of Face Straight at Your Anxiety will be developed using Unity 2020.1.8 and
Visual Studio 2018.
Game Content
Face Straight at Your Anxiety is a kind of text adventure game which pays attention to the inner world
of anxiety sufferers.
Game Story
On the way to see a psychologist, the main character keeps talking about his inner anxiety. Whenever
something happens, “anxiety” will affect his mood and behaviour. In the conversation, the player plays
the role of the main character’s “anxiety”. The player needs to do his best to protect the main
character from outside harm. However, in the process of clearing the second and third levels, the player
has to control the main character through the crowds while avoiding the sight of NPCs to prevent
himself from being too nervous.
Core Experience
Let the player experience the inner world of anxiety sufferers.
Core Mechanics
·Making Choices
The core mechanic of the game is making a choice. The result of each conversation with the player will
affect the state of the character when clearing levels. And the player’s state will be worse when seen
by the NPCs. Therefore, in the game, the player must not only choose carefully to decide the direction
of the conversation but also carefully choose the path of clearance.
·Opposite Direction Control
During the third level, if the player makes the character’s anxiety level much higher, the way
controllincharacter’s movement will change.
First, the walking speed of the character will become much slower.
Second, the player usually uses the keyboard buttons ‘WSAD’to to go up, down, back and forward. When
the character has a high level of anxiety, ‘WSAD’ will make the character go down, up, forward and
back, which is contrary to the previous.
GamePlay
‘Conversation and Avoidance’
Conversation
The player clicks the left mouse button to select the content of the conversation. Clicking on different
options in the conversation will trigger different conversation contents.
Avoidance
The player moves through the “WASD” button to avoid the sight of NPCs on the road.
Level Design
As this level is set in a 'street' setting, I use as many small obstacles such as mailboxes and
rubbish
bins as possible, as well as large obstacles such as flowerbeds, as the main
obstacle to the player. I
also referred to the shapes and layouts of some of the distinctive
streets and mimicked them to design
the areas in the game where the player can move around.
In the second version, I removed some of the
obstacles which were placed at an angle. This
was because when testing with the game's preset camera
positions, I found that the way the
obstacles were placed in the first version blocked the player's
view. Also, the player will still
be seen by the NPCs while the player is having a conversation, so I
have added extra safe zones
and changed the range and route of movement of certain NPCs.
Conversation Design