1. Genre and Features
Genre: 2D Narrative Survival
Core Features:
Climate Change Reality: Immerse players in a meticulously crafted world grappling with the full consequences of climate change, presenting unique environmental challenges.
Survival Simulation: Players must actively manage essential needs: securing clean water, finding sustainable food sources, and constructing and maintaining safe shelter against harsh and unpredictable conditions.
Disaster Prediction and Preparation: An advanced technology system provides forecasts for impending natural disasters, requiring players to strategically plan for evacuation or resource stockpiling to survive these critical events.
Narrative Focus: A compelling storyline will unfold, exploring the human impact of climate change and the experiences of climate refugees, fostering empathy and understanding.
Exploration and Discovery: Players will navigate a dynamic world, uncovering resources, encountering other survivors (potentially), and learning more about the altered environment.
Choice and Consequence: Meaningful decisions regarding resource management, shelter construction, and interaction with the environment will directly impact the player's survival and the unfolding narrative.
2. Inspirations
Plasticity: Inspired by its setting in a climate change-affected world, but aiming for a more grounded and challenging survival experience rather than a puzzle-solving focus.
Project Zomboid: Drawing inspiration from its deep survival mechanics, including the importance of resource management, shelter maintenance, and the impact of character traits on the gameplay experience within a hostile environment.
3. Differentiation
Unpredictable Environment as a Core Mechanic: Unlike the static threats of zombies, 3 Degrees leverages the dynamic and unpredictable nature of a climate-changed environment as a central gameplay challenge. This includes fluctuating weather patterns, resource scarcity influenced by environmental shifts, and the constant threat of natural disasters.
Emphasis on Exploration of the Unknown: Players will be pushed to venture into unfamiliar territories to secure vital resources, facing the inherent risks and uncertainties of a world drastically altered by climate change. The consequences of daily choices on long-term survival will be a key element.
Narrative Exploration of Climate Change Realities: 3 Degrees distinguishes itself by its explicit focus on the human stories and societal implications of climate change. The narrative aims to provide players with a deeper understanding of the challenges faced by climate refugees and the potential realities of a world profoundly impacted by environmental shifts.
4. Tools
Game Engine: Game Maker Studio2
Art Creation: Paint 3D, Piskel, Photopea
Art and Music Assets: Open-source assets with proper attribution.
5. Primary Player Verbs
Choose: Make critical decisions regarding resource allocation, shelter construction, exploration routes, and responses to environmental events.
Explore: Traverse the game world to discover resources, potential shelter locations, and unravel the narrative.
Collect: Gather essential resources such as water, food, and materials necessary for survival and crafting.
6. Player Goals
Short-Term Goal: Secure enough potable water to survive the immediate next day.
Medium-Term Goal: Establish a reliable and self-sustaining source of food (e.g., a small garden, trapping system).
Long-Term Goal: Accumulate sufficient supplies and fortify a shelter to withstand a major hurricane, or gather the necessary resources for a potential long-distance migration to a safer zone.
7. Player Experience
Empathy: Players will hopefully develop a sense of empathy for individuals and communities currently and potentially affected by the realities of climate change through the challenges they face in the game.
Tenacious: The harsh and unforgiving environment should inspire players to persevere and strive for survival against overwhelming odds, fostering a sense of resilience.
Existential Dread: The unpredictable nature of the environment and the player's limited control over large-scale events should create a sense of unease and uncertainty, reflecting the precariousness of life in this new reality.
8. Novelty and Interest (Rules of Play Schemas)
Play Schema: 3 Degrees aligns with the Play schema by creating a social experience (albeit with the environment as the primary antagonist) that evokes a feeling of being out of control. Players are constantly reacting to unpredictable environmental events and have limited direct influence over these forces, leading to emergent gameplay and a sense of vulnerability.
Culture Schema: The game strongly resonates with the Culture schema through its setting in a post-climate change world. It directly comments on the potential future shaped by current environmental trends, allowing players to engage with a scenario that has significant real-world context and relevance. The game explores the tangible consequences of human actions on the environment and the resulting societal shifts.
9. Content Requirements
Start Screen:
Art (Title screen, background)
Button (Start Game, Options, etc.)
Cut Scene Introduction:
Art (Illustrations depicting the world's state)
Script for transitions (Text and potentially voice-over)
Character Controls:
Art (Player sprite)
Animations (Movement, interactions)
Player Control script (Movement, interaction logic)
Environment:
Art (Tilesets, backgrounds, environmental features)
Map design (Layout of the game world)
Environment objects to interact with (Resource nodes, shelter locations)
Disaster effects (Visual and potentially gameplay changes during events)
Day/Night Cycle (Visual and gameplay implications)
Time System (Tracking in-game time)
UI:
Player health display
Supplies system:
Tracking the amount of supplies (Water, food, materials)
Displaying current amounts
Interaction prompts for collecting supplies
Music:
Background music (Ambient tracks to set the tone)
SFX/VFX:
Sound effects for collecting items
Visual and auditory feedback for reaching goals
10. Development Timeline (Estimated)
Overall: 48 Hours
Art (10 Hours):
Creating, Sourcing, and Implementing:
Character Art
Environment Art
UI Assets
Design (10 Hours):
Designing the survival mechanics
Designing World timeline
Designing Map
Designing UX flow
Programming (20 Hours):
Player controls
Environment/Weather System
UI interactions
Collection system
Music (3 Hours):
Sourcing and Implementing background music and specific SFX
Testing (5 Hours):
Writing test cases
Executing test cases
11. Scope Reduction Strategy
If development falls behind schedule, the following scope reduction strategies will be considered:
Simplifying Disaster Mechanics: Reducing the complexity and visual intensity of natural disaster events.
Limiting Resource Variety: Decreasing the number of different types of water and food sources and the methods for obtaining them (e.g., focusing on one primary method for each).
Reducing Narrative Complexity: Streamlining the storyline and minimizing the number of narrative events or character interactions.
Smaller Map Size: Limiting the explorable area of the game world.
Postponing Non-Essential Features: Deferring the implementation of secondary mechanics or features that do not directly impact the core survival loop and narrative.