SignÁl; Marionette
Disclaimer: This game is in its early stages of development, and as such, not all mechanics have been implemented or fully designed. Additionally, the direction/genre of the game has not been fully realized at this time, as there are numerous intriguing possibilities that I have yet to explore.
Overview
Signál: Marionette is a game that requires puppeteer-like skills to control the main character. It is set in a fantastical world where a mystical energy source known as ‘Signál’ fuels a myriad of intricate devices.
It is played in Top-Down perspective with camera following the player in fixed angle. The main game loop is centered around controlling characters look direction in both horizontal and vertical planes as well as interactions with various objects, cleverly utilizing gamepad’s analog inputs.
Conception
aka Game Design process can be a bit weird
Initially, the project solely focused on ‘Signál,’ a system I decided to develop, drawing significant inspiration from Minecraft’s Redstone system. You can find more information about it [here]. Initially, my aim was to create a problem-solving game solely controlled by the mouse, where players would construct, demolish, and manage a network of Signals. I extensively experimented with this concept, but none of the iterations proved to be as engaging as desired.
At this juncture, I shifted my focus towards incorporating a gamepad-controlled character. I encountered a challenge when my character couldn’t interact with signal device due to it’s low positioning, making it difficult for the interaction sensor to register. It was at this time that the concept of vertical control using a gamepad was conceived.
I wanted the character to able to look up and down, after alot of testing I found out that having 2 buttons for this function was a bit confusing and took away buttons for other uses. Here I though why not use just one button to switch between “up & down states” and there I realised I could use Gamepad’s analog properties to my advantage. Making it so fully pressing the L2/R2 would activate one state, and only half pressing these buttons would activate other state. I personally have not seen many games use these analog properties of gamepad buttons so I decided to embrace it and see where it leads me.
Vision for the project
I want the project to lean heavily in it’s unique features and strip anything that does not compliment them. That means the focus is on the vertical look controls and character interactions using this controller. Presently there are a few directions and genres I wish to explore to see which aligns best with the concept. These include but are not limited to puzzle, horror, and shooter.
The game is intended for gamepad, however I initially plan to release only for PC, meaning there is going to be Mouse and Keyboard support, however only as necessary feature and accessibility option.
When it comes to storytelling and aesthetics, I draw inspiration from games like COCOON, Monument Valley, and ICO. These games excel in conveying narratives not through words, but through the environment and the actions of the player. My goal is to employ minimalist aesthetics, emphasizing the language of shapes and colors to ease player’s navigation and for environmental story-telling.


