OK this is just gonna be a quick one.
No looong text, I promise =)
I've been doing various bits and pieces here and there towards the GDD and I though I would just post a few sketches to show how my ideas are progressing. First off are some examples of camera angles.
A quick explanation of the coloured bar on the left -
As all Sheol's abilities are natural mutations, they are all fueled by the same resource - his body. Therefore I have created a standard health/ammo bar (Green = Health/Red = Ammo). At any point during the game, the player will be able to access this bar via the 'back' button (360) and move slider up or down to distribute the resources between these two elements. So for example, you could have the bar fully Green if you are in a defensive mode, or fully Red if you want to attack. The bar as a whole will be depleted if Sheol takes damage and as he uses ammo. The bar can be replenished by eating wild animals or fallen enemies and by sleeping.
Sprinting - the camera zooms in slightly and there are some nice comic-book speed lines and blurring to emphasise the change in speed.
Conversations - the camera will move to incorporate both Sheol, the NPC and allow room on screen for written text. The text boxes will be 'context-sensitive', changing in shape and form in reaction to what is being said within them along with the font which adapts to suit the character who is speaking.
Combat - When targeting an enemy, the camera will move to view both Sheol and the enemy. Comic book style 'decals' will appear on screen to emphasise the action of certain attacks (in the same vein as the super duper special moves in Street Fighter IV).
Q.T.E's and action sequences - storyboard of possible 'Ned' sequence. As he fires at you, you have to move quickly through the forest overcoming obstacles whilst avoiding his shots.
Possible clothing mechanic - As Sheol's body has mutated, the clothes he wears at the beginning of the day won't fit him anymore so he will be forced to find others by exploring washing lines in peoples yards and raiding wardrobes etc. Clothes will have different effects on play e.g. Heavy coats will slow you down whereas as t-shirts will allow for quicker movement but won't provide the heat that Jackets do, meaning Sheol will lose health more quickly when attacked. Other items of clothing such as bags will allow Sheol to carry extra items. Others still will be needed to complete certain quests e.g. Camouflage for the sniper section of the Ned quest.
Consume ability - Once Sheol has mastered full control of his DNA, he finds that not only can he eat other living matter to re-fuel, but he can 'consume' still living creatures whereby he swallows them and combines some of his DNA with their own and then regurgitates them. Once combined, they become hybrids of Sheol and the animal that they once were. In gameplay terms, this allows you to 'possess' animals and use their unique abilities to explore new areas. On the example image I've shown:
A Chicken - land based creature able to get into small spaces.
Rabbit - able to burrow deeper than Sheol can dig and access new areas.
Crow - able to fly.
Frog - able to swim.
The final image is just a quick sketch of other possible abilities (from left to right):
A mutation which works like a lock-pick.
Items which can be picked up and used in combat (pitch-fork, rifle).
How Sheol interacts with windows.
A possible 'escape' maneuver, used to get out of 'sticky situations'.
I've also recently written nearly 2000 words explaining the 'Ned' (now named 'Branka') scenario in full detail, including a new quest option allowing you to consume an animal and after stealthily entering the forest - persuade the other animals living there to all rush Branka at once and kill him off. Brutal!
Apologies for the rough scans but like I say, this was just a quick update!
More soon if all goes to plan! =P