Yesterday, we started sharing some documents from the development of Everybody's Gone to the Rapture, in the shape of a bunch of deleted scenes. We continue our slow walk (it'll get faster if you hold down R2) through design documents with notes on the various personalities of the light motes - the orbs that float around and guide you through the game world.
You might have noticed as you were playing that the five motes (one per chapter - Jeremy, Wendy, Frank, Lizzie and Stephen) reacted, looked or moved slightly differently from one another - today, you find out more about our intentions with the motes.
This was lifted straight from the design documents - as usual, not everything made it to the final game, but it should still hopefully make for an interesting read. Enjoy!
It's really important to understand these requests in the context of the characters and moods we are trying to communicate with the player, so it's worth having a list of the motes and how they react for context. Please note that these are meant to help suggest ways of changing the motes, rather than fixed design requests.
Relatively fast, thin spiky trails. Easily distracted, pauses and changes direction between Radio Objects (RO) more frequently, doesn't spend much time investigating anything before rapidly accelerating away.
Increase speed and turbulence to show excitement. Small, rapid pulses in size. Short period at each node with rapid acceleration between nodes.
Approach fast, accelerating the speed and turbulence up to investigation. After a short random period, shrink head rapidly to point and then accelerate fast away to extent of player node cloud. Expand head and slow down, then cautiously approach again. Pause closer to player, then fear response, back away again and this time expand back to neutral and leave to find next RO. (Fascinated but afraid)
Slower, wider, more sluggish trails. When traveling, occasionally pauses, drops head size slightly and pulses the trails a little more quickly, before moving on again.
Slower pace, drop off in speed of trails too. Slow pulse in head size. Pauses and hangs stationary for moments at each node near RO (should feel sad, reflective).
Ignore most of the time. If the player moves and Wendy is nearby, she might come and investigate, but she might also just move right past them without noticing. If within the player's radius and the player moves towards, exhibit slight fear reaction like Jeremy, but then ignore.
Strong, slow, languid head trails - confident. Faster than Wendy but steady, slower than Jeremy or Lizzie. Decides on a mode and sticks to it.
Slows, head size increases and pulses slowly. Particle trails slow for duration of investigation.
Accelerates towards the player and diverts to close-by node at last second. Trails become jerky, faster. Head size pulses more rapidly. Buzzes the player another couple of times than accelerates quickly away to get distance again.
Bright, quick, confident. As fast as Jeremy, but not jerky and staccato. Thin trails but not spiky or disrupted, more sweeping and circular. Likely to investigate, should appear curious and interested.
Head expands and pulses quickly, trails accelerate and slight turbulence. Excited.
Investigates the player often, darts quickly about them, excited, fast trails and expanded head size. Spends longest with the player and often comes to find them.
Very turbulent, but slower than Jeremy. Spiky, urgent. Rapid acceleration and deceleration but not the indecisive feel of Jeremy. Confident and aggressive. In a perfect world, Stephen's mote should travel in a figure eight pattern as it moves forwards...
Spends longest at objects. Head expands and pulses, trails grow in intensity and speed, accelerating whilst investigating (so the longer at each node, the faster the trails go, so we have a sense of accumulating whilst at an RO) - then suddenly head shrink and very rapid movement away, as it just chucking it away and heading back off again.
Dances around the player in quite an agitated state, rapid movement between nodes, strong pulsing and highly turbulent and accelerating trails. Suddenly shoots off to the nearest RO, then right back to the player to dance around them again. Should try and create the impression that it's massively anxious to pull the player around and show them things.
Everyone loves nice pictures! Here is some 2013 concept art for the game from artist Ben Andrews.
Check back tomorrow - we'll be talking about the character bios!