A somewhat jittery GIF to start off the blog. Decided to start a new blog to track development of this low poly walking simulator I’ve been working on for a month or so. After the initial gains and struggles (learning to use unity pretty much), I’ve hit a snag where I have no idea what the game is gonna be, gonna be about, or what the actual point of it is.
I’ve got elements of a plot, the ingredients to the recipe you might say, but no idea how to put this together in a way that is going to be fun. To tell the truth, I do not like walking simulator games, but my goal is to get a game released and in terms of technical difficulty, they aren’t too tough; there’s no HP, EXP, enemies, just walking, exploring, and some light puzzling.
The key elements I have are that the game is set in Scotland, in an old manor house.
I’ve gone with a low poly art / ps1 aesthetic because it’s a style I can make quite easily (I also enjoy it and love how it looks). The downside (?) is that I can’t really use asset packs for the art because it won’t fit in with the general unifying aesthetic but I don’t really mind right now .
I think generally the game will just be a character exploring a manor. I want there to be a way to complete the game just narratively, simply experiencing the story, with no “gameplay”, but the player can also go out of their way through noticing certain subtle clues to experience a deeper hidden level to the game.
So far the game has been somewhat influenced by murder mysteries, Dan brown novels, old folk tales, French myths and legends and some occult practices.
I’ve got all the pieces I really need right now (player moves, can interact, can describe things she looks at), but what I really need is that mechanic to make the game ‘unique’, or do I? Or do I simply release a normal exploration game and save all that for game 2. Who knows!
I’ll use this blog to chat about the game and post updates, as well as likely write other things about game development that are relevant. Cheers!













