The design of this game began with a simple idea: What if you could see only in a ring around you, where you could see faint blue outlines of the building you’re inside of.
The building you are in has no doors; no entrances, no exits, save for a curiously placed elevator in the center of the mass. The goal is to wander this space, half blind because of the weird way that you see things (I call it Goldilocks vision), to find the keys to unlock the elevator and escape. Goldilocks vision would contribute not only to the aesthetic, but also the gameplay mechanics. What would happen if players could see really far away things, even through walls, but stumble around, bumping into things close to them. Or, if players could see the things in their immediate proximity, but be blind to objectives further than a few meters away? I wanted to see what sort of gameplay would arise from this visualization model, and somehow build a game around it.
Visual References:
Prototypes:
Using Shadergraph, I created an effect where there is a two-tiered visibility check for any given rendering of an object: the boundaries of the inner and outer edge of the ring.
The beginnings of the visual aesthetic. Made in Shadergraph.
A demonstration of the “ring of visibility.” Combined the two shaders together.
An important milestone where I decided to allow the player to expand and contract the Goldilocks zone, allowing the player to decide what they wanted or needed to see.