Monday 17 October 2011

Spin Doctor: Ideas for immersion

  • The player will find notes written by old victims, when the player finds clues and notes along the way, they will get an idea of where they are, what is really going on and gets to know the villain's story from what old victims witnessed and experienced.

  • Near the end of the game, the player will enter the Living Quarters of Dr. Reeves, where the player will find portraits of him and his wife, and the Doctor's journal among other belongings, to get to know his motives and reason. Good for immersion. At the end the player will also face the villain, whether this is for a final battle or a twist is undecided.

  • Voice and subtitles have not been brought up yet. I think if the player talks to himself during the game, when he finds a note or reads the journal, sees portraits or finds dead bodies and other clues, it will give more depth to the player himself and his place in the story.

Bill the Butcher from Gangs of New York.
Awesome top hat, awesome moustache, awesome villain!

Wednesday 5 October 2011

Spin Doctor: Story Prologue and Overview - by Gina and Jonny!

.Prologue  (Backstory)


Prologue Overview

- The once great Doctor Reeves is forced out of the medical community for experiments deemed to brutal to human kind.
- Experiments into the study of Brugada Syndrome, of which Elizabeth Reeves (Wife) suffers.
- Reeves builds a cybernetic heart to save his wife.
- Epinephrine (a by-product of Adrenaline) is the only substance capable of maintaining a heart rate needed to sustain the mechanical heart.
- Facility is created designed to mentally and physically challenge the subject, in order to extract quantities of Epinephrine once adrenaline is reached.



Detailed Prologue Explanation
Prior to the events of the game

1852 – Dr Reeves
Dr. Reeves, a once highly renowned scientist in the fields of both medical and psychological science falls deeper into the affects of stress and paranoia. Neglecting what little patients the tired Doctor still keeps, spending more and more time alone in his study designing projects and mechanisms deemed to horrifying and brutal to the rest of the scientific community; Reeves works on his masterpiece.

1854 -1855
The mechanically automated vivisection of various unnamed prostitutes and vagabonds leaves Dr Reeves  officially out-casted from the medical community, left disgraced and battered, the Doctor retreats to his manor to nurse his dying wife Elizabeth, whom slips closer and closer to death as each day passes. Crying out the experiments were necessary in the interest of biological advancements and the study of the rare “Brugada Syndrome” (A defect slowing the blood flow from the heart to the rest of the body); the condition Elizabeth Reeves also suffers.

1855 –
Turned more mad scientist than esteemed Doctor, Reeves slips deeper and deeper into a chaotic state, dealing with his own insomnia and psychosis in coping with his beloved wife’s illness. Wanted by federal state law enforcement for crimes against humanity, Reeves establishes his base inside an old disused railway tunnel complex where his inventions and tests into mechanical human organ transplants continue; developing a cybernetic human heart for his first guinea pig, his wife.
Epinephrine (a by product of adrenaline in the human body) becomes the only substance capable of maintaining the needed hear rate for the early designs of the Drs project. With his wife highly sedated and comatose, the Dr begins the greatest experiment of his life; a live and real-time extraction of Epinephrine from living human hosts. Reeves sets about converting the underground structures and vaults within his lair to substitute such needs. Rooms that spin. Rooms that disorientate and test the subject’s mental and physical agility, removing from them a sense of security and balance, replacing these with disorientation, exhaustion and fear; perfect factors to induce the fight or flight instinct inside humans and as a result, adrenaline.




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Story Overview  - Events of the Game


Setting: Victorian Era (Britain)
                Roughly late 1800s (1860-70)

·       -  Harland, the protagonist works in the mines, one day he goes to work with two other colleagues.

·        - Said two colleagues are told to mine closer to the surface, Harland is told to venture deeper into the mines to discover new materials.

·        - Harland stumbles across something he believes is a new discovery, but it turns out to be something far from it...

·        - After working his way through the supposed newly discovered material, to his surprise he falls over and down, hits the ground and passes out. (Screen fades to black)

·         -When Harland wakes up, he is equipped with a technologically advanced vest with empty tubes attached to it at the back. The vest is impossible to remove and is somehow sewn into his skin.

·        - Harland decides to explore the room he is in, he finds a hidden switch and a door opens and reveals a living nightmare: A rotating room and extremely dangerous traps!