Devlog: Untitled Myst-Like Game
Introduction
Hello and welcome to my video game devlog! I will aim to update this
page whenever I do any notable work on my game. I honestly can't
guarantee that it will ever be finished (I have a full time job, this
is just for fun), but you may find it interesting regardless.
It might be an idea to tell you what the premise of the game is. I
want to make a horror puzzle game in the style of Myst. It will be set
inside a museum as I think museums have a unique eerie vibe that fits
a horror game perfectly. I have the exact same feelings about
"Myst-like" games; puzzle games from the 90s-00s with
prerendered graphics. They weren't usually intended to be horror
games, but oftentimes the vibes were just downright weird. I have a
great appreciation for the aesthetics of the genre and think
it'll be a fun challenge to recreate it on modern hardware.
I want to go a step further than recreating the visuals of a
prerendered puzzle game and make it play like one too. I want to make
an experience similar to first-person puzzle games like Myst, in which
the player navigates through the world by clicking.
Inspirations
90s First-Person Puzzlers
My biggest inspiration for this project is the first person puzzle
games of the 90s. Their grainy & dithered pre-rendered
backgrounds, low quality looping ambient sounds and FMV cutscenes
often lend them an unintentionally eerie vibe. Environments are murky
and low resolution, and it can be difficult to make things out. The
environments almost feel dream-like and dip into the uncanny valley at
times because of their low fidelity. A lot of games featured real
actors in their cutscenes. All these elements are reasons why I feel
this visual style fits a horror game perfectly.
Eyewitness Dinosaur Hunter, DK
Multimedia, 1996
Myst, Cyan Inc, 1993
Zork Nemesis, Zombie LLC, 1996
As a child I had several of the
Eyewitness series of educational software by
DK Multimedia. I couldn’t articulate the feeling I got from these
games back then, and they made a huge impression on me.
Museums
Another big inspiration for me is museums. To me, a museum on a quiet
day feels like a liminal space, a location between worlds. When
you're walking through a museum on a random Tuesday afternoon
with nobody else around, it truly feels like you're the only
person in the world. The silence is deafening. The room you’re walking
into is dimly lit and the exhibits are shrouded in shadow. You feel
like if you look away from that taxidermy lion, it will walk off its
podium and start stalking you. That is the feeling I want to convey
with my game.
Tolson Memorial Museum, Huddersfield, UK
Natural History Museum, London, UK
Technical Stuff
Graphics
I'm going to be producing all of my backgrounds, assets and
animations in Blender. It's extremely versatile and already my 3D
software of choice. Hopefully sticking to a program I already know
will make the workflow as streamlined as possible. With any luck, the
vast majority of the production process will be possible without
leaving Blender at all.
Engine
Before committing to an engine, I intend to test a selection of
different game engines to determine which is most suitable. I've
narrowed it down to three:
- Adventure Game Studio
- Game Maker Studio
- Unity
From my research I think these three engines are generally considered
some of the best for beginners. Adventure Game Studio is definitely
the most specialised and I think the most promising. It seems to
mainly be designed for side scrolling adventures like
Monkey Island, but people have actually made
first-person adventures with it before which gives me a lot of hope
that it will be a good choice.