职责
My duties
剧情设计
文本编辑
关卡设计
分镜设计
Story Design
text editor
level design
Split-screen design
剧情文本与道具列表
Plot text and props list
故事背景与灵感来源
Background and Inspiration
整个故事剧情的主线道具是金枝;这个是一个古罗马萨满教时期流行的仪式。奴隶有权利在金枝树下得到认可,折断金枝的奴隶可以获得晋升变成宗教意义上的国王。灵感来源于:金枝:巫术与宗教之研究。
我们尝试把这个元素融合,尝试探讨如果我们把人类意识理解成一种自然现象,而一种超自然力量可以在世界发生连续巧合下用”灵体“状态复现此现象,那么处在漩涡中的人应该如何面对和理解这场被以外唤醒的奇遇。
The main prop for the entire storyline is the golden branch; this is a ritual popularized during the shamanistic period of ancient Rome. Slaves had the right to be recognized under the golden branch tree, and the slave who broke the golden branch could be promoted to become a king in the religious sense. Inspired by: The Golden Bough: A Study in Magic and Religion
We try to integrate this element, trying to explore if we understand human consciousness as a natural phenomenon, and if a supernatural force can reproduce this phenomenon in a “spiritual” state under the successive coincidences that occur in the world, then how people in the vortex should face and understand this strange encounter awakened from the outside.
故事制作过程
CG production process
当游戏的已经有DOME之后,我们的游戏就需要有一个开始。因为我们游戏的故事性,而且这几乎是我们团队的所有人的第一个作品,所以我们并没有尝试比较常见的游戏内实时演算CG,而是现场编写了一个独立剧本来让玩家产生好奇背后的故事。
我们采用了漫画式过场动画。而为了让我编写的剧情更加具象化,我们跳过了应该进行的文档阶段。我们直接由采取了负责文案的同志(本人)直接进行CG的策划。虽然文案并没有任何绘画经验,可是我们发现即使没有绘画经验,这种方式来搭建剧情,也是一种非常高效的做法,几乎没有用多少时间解释,我们大概只用了十分钟解释分镜,我们几乎就直接达成了共识。除了美术的几句抱怨之外,我们并没有交流困难和表达不明的这种严重问题。
我认为即使没有接受过专业训练,但是如果能有能力画出简单的分镜内容,对统一项目目标和达成共识取到非常至关重要的作用。
Once the game's already had DOME, our game needed a start. Because of the storytelling nature of our game, and the fact that this was the first work of almost everyone on our team, we didn't try the more common in-game real-time algorithmic CG but instead wrote a standalone script on the spot to get the player curious about the story behind it.
We used comic book-style transitions for animation. To make the plot I wrote more tangible, we skipped the documentation phase that should have taken place. We directly planned the CG by taking the comrade in charge of the copywriting (myself) directly. Although the copywriter didn't have any drawing experience, we found that even without drawing experience, this way of building the plot was a very efficient way of doing things, and it took almost no time to explain, we probably only spent ten minutes explaining the subplot, and we reached a consensus almost straight away. Apart from a few complaints from the art, we didn't have any such serious problems with communication difficulties or unclear expression.
I think that having the ability to draw simple subplots, even if you don't have professional training, is very crucial to unifying project goals and reaching consensus.