Simulsomnia
The game I am planning to create is named Simulsomnia – “shared dream” from Latin.
Logline: To wake up from a shared dream, 4 teenagers, Jay, Kay, Lou, and Mo, have to find each other’s memories in the densest city, where every room leads somewhere else.
Project Description: A multiplayer cross-platform video game on PC and consoles
about Jay, Kay, Lou, and Mo having a joint dream happening in a very dense city
(inspired by Kowloon Walled City) and trying to escape it by collecting each other’s
memories and sharing them. The main obstacle is that no one knows whose dream they found and each room/location is being saved on the player’s personal map differently. They can get out of the dream by navigating each other and recollecting the dreams.
Intro Cutscene: Jay, Kay, Lou, and Mo are 4 friends who in the opening cutscene will come to a sleepover for one of them (the host of the game party) and fall asleep wearing connected foil hats, just as the online tutorial suggested them to.
Inspired By.
These 3 games require you to play with friends and communicate at every stage possible because otherwise, the game is not as fun. The screaming distorted voice with Proximity Chat somewhere far behind gives you chills and makes you laugh uncontrollably – the key to success in games for friends, IMO.
Moodboard.
The first iterations in MidJourney.
The mood and theme of the game will be very nostalgic and dreamy since they all are located in the dream. Despite the common trashy environment in general, different rooms will feel differently – the room that will create an association on your map with love will turn into a pinkish, beautiful haze, and soft lighting.
Yet, to drive players to explore the map, some rooms, and items might create a scary association that will trigger a horror, escape room vibe – the NPCs they might interact with will start chasing them or trigger a screamer Quick Time Event.
Main Menu.
Main Manu should look pretty simple, yet as most of the time when you play with your friends you are waiting for them to join, I wanted to make even the main menu with easter eggs and a bit interactive.
Loading Screen.
Character Customization.
When waiting for your friends to join your party, you can choose the character and its style/clothes. I have generated 12 different characters (the look is completely customizable, while the traits of the character stick to them depending on the name (whose name gets which traits are TBD).
3D Objects.
The game involves interactions with objects that afterward will be saved on the player’s personal map, thus I decided to use Luma Genie AI to generate low-res and high-res 3D renders that I might use in my prototype. Obviously, they came back very messy and not perfect, yet this as an example of the objects that will be used later when actually creating 3D models is very helpful.
- “a used pack of opened cigarettes” created by @ramzeus using Genie
- “an open notebook with hard cover” created by @ramzeus using Genie
- “an open safe locker with coins inside” created by @ramzeus using Genie
Core Loop.
- 4 players randomly spawn in different locations.
- Every room they enter has different items/NPCs they can interact with.
- The first object/character they interact with creates a “memory” that is saved
on their mini-map, naming the room depending on the “memory”. - After some exploration, they can find outstanding items/NPCs that will give
them memories of other players (which will take the memory from the
original holder). - They have to find each other and navigate them by speaking through a
walkie-talkie to the rooms where they found their memories. - After every memory is found and connected to the right person they can
escape the building by finding the way to the street.
Additional Mechanics include First-Person view, Proximity chat, Random Map Generation, a store for upgrades of their equipment in the dreams, and Character Customization.
Posters.
Here I generated some posters for the game as a background preview for different platforms. (Mix of MidJourney and Figma).