1 Game Design Concept and Pitch
Nycta edited this page 2026-02-06 15:03:00 +03:00
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High Level Concept

Working title

mnights

Concept statement

Rogue-lite first person shooter taking place in a single big seamless area.

Genre(s)

Rogue-lite, rogue-like, FPS, survival horror.

Target audience

Half-Life fans and fans of Half-Life mods.

Generally speaking anyone who likes single-player first-person shooters.

Unique Selling Points

Atmosphere and vibes, gameplay.

Product Design

Player Experience and Game POV

The setting: "the city" (closely resembling real city of Saint Petersburg)

Emotions: anxiety, feeling of being lost, homesickness, nostalgia, anemoia, saudade

(not fear, not intentionally at the very least)

Visual and Audio Style

Visual style: The visual style mimics Counter-Strike: Condition Zero, a game that came out in Match 2004, 8 months before the release of Half-Life 2, when graphics hardware allowed for higher-definition models and textures, but software wasn't there yet, when graphics were noticeable higher quality than last-gen, but noticeably less advanced than new-gen -- a liminal moment.

Audio style: Realistic, mimics general GoldSrc/Source (especially Garry's Mod) sound design. Other inspirations include Silent Hill 2 and Mouthwashing.

Music: primarily ambient music, mostly developing themes of nostalgia, anxiety, liminal anxiety (slow-burning fear of being lost in a wrong place at the wrong time) (also a few comfortable tracks). Inspirations for music include Легкое Дело Холод by Стук Бамбука в 11 часов, Music for Moore Street Substation by The Black Dog, Music for Airport Lounges by The Black Dog, various music by Cisfinitum, Lithea by 36, Homeless Rooms by Mount Shrine, В отзвуках эха by Спираль Времени & Угасание.

Game World Fiction

There is no fiction to the game world, the game world is presented as-is. The main walkthrough contains no explicit story, and is presented as a set of connected stages with no story attached.

All fiction present in the game is present as optional side-content.

Monetization

monetization

Platforms, Technology, Scope

mnights is a 3D FPS game made with Godot (.net/mono edition) and C#

mnights is a PC game, support is planned for Microsoft Windows, Linux, and macOS (optional)

Detailed Game Systems Design

Core Loops

Core Loop of mnights is that of an FPS with resource-management elements.

mnights also contains some puzzles and item/key-hunting elements.

Saves happen at preset points, "safe rooms".

Objectives and Progression

Objectives are presented by specific spots and items within the game's world that has to be reached and/or collected.

Progression mainly occurs through, by various means, unlocking new areas to explore and paths to traverse (Metroidvania sort of way).

Game Systems

HP/Damage metric -- player can take limited amount of damage before resetting to last saved game. Player's HP slowly increases over time, player can boost recovery with various healing items.

Inventory -- player can carry on them up to N + M items, divided into two sections -- Pockets and Bag. Upon death/reset items located in the Pockets remain in the player's inventory, the Bag gets lost at the location of last death and can be recovered.

Interactivity

WASD + Mouse (mnights is a FPS game)