# HeaRtSnaTChinG PLasTiciNe jUnGLes
> [!INFO] [Narrative Documentation](https://drive.google.com/drive/folders/10ey_FxHNGHhrD5OZ3XM-jbF-wFl_UbiJ?usp=sharing) (On hold / WIP)
> **Genre**: Souls-like 3D metroidvania
> **One-liner**: Change the ontological nature of the game to find the heart of the world in a forest that will try to snatch the avatar's heart. The game utilizes ontological theories from academic game research to create a refreshing iteration on the genre.
> **Narrative bible**: [Google Doc](https://drive.google.com/file/d/1a-E71CnlR5kO3-pD_nNKNjWiSerUgoMS/view?usp=sharing)
> **Writing Excerpts**: [[DESIGNS/HeartsnatchingJungles/Docs/Scenes/Cinematics/Cinematic Scripts|Cinematic Scripts]] || [[IBU/NARRATIVE/Concepts/HeaRtSnaTChinG PLasTiciNe jUnGLes#Dialogue Excerpts|Game Dialogue]]
> **Enemy Design**: [[IBU/NARRATIVE/Concepts/HeaRtSnaTChinG PLasTiciNe jUnGLes#Heartsnatchers (Blender Models)|Blender Models]] || [[IBU/NARRATIVE/Concepts/HeaRtSnaTChinG PLasTiciNe jUnGLes#Plasticine and Ceramic Reference Models (Slides)|Plasticine Models]]
> **Neighbouring Zones**: [[IBU/ENVIRONMENTS/Zones/Toxic Ghostly Jungles|Toxic Ghostly Jungles]] || [[IBU/ENVIRONMENTS/Zones/Fortunate Isles|Fortunate Isles]]
>
> ![[DESIGNS/HeartsnatchingJungles/Models/Blender/FishHands.gif]]
> **See** [[DESIGNS/HeartsnatchingJungles/Docs/Heartsnatching Plasticine Jungles - Internal|Heartsnatching Plasticine Jungles - Internal]] (for internal use)
## Narrative Documentation
For this project I developed detailed [character bios](https://drive.google.com/file/d/1a-E71CnlR5kO3-pD_nNKNjWiSerUgoMS/view?usp=drive_link), [[IBU/NARRATIVE/Concepts/HeaRtSnaTChinG PLasTiciNe jUnGLes#Story Breakout|story breakout]], [[IBU/NARRATIVE/Concepts/HeaRtSnaTChinG PLasTiciNe jUnGLes#Dialogue Excerpts|dialogue excerpts]], [[DESIGNS/HeartsnatchingJungles/Docs/Scenes/Cinematics/Cinematic Scripts|cinematic scripts]], as well as high-level narrative designs, such as theme and world-building concepts. You can review the narrative deck in the [Google Drive Folder](https://drive.google.com/drive/folders/10ey_FxHNGHhrD5OZ3XM-jbF-wFl_UbiJ?usp=sharing).
#### Story Breakout
**Design challenge**: after completing the high-level narrative concept described below, I realized that I need to change the tone of the story. The game aims to expose the weird nature of game worlds. For example, how strangely time or causation work in games. The 1st version of the story succeeds at creating a surreal setting. However, I wanted to add more poetic and imaginative details. The main references for the 2nd version are avant-garde surreal literature (Boris Vian, Georges Batailles) and acid fantasy genre (see below). The vision for the 2nd version is currently presented in 3D Blender models for the creatures.
**Full story flowchart**
The story begins in the thicket of a grotesque forest that's slowly devouring remaining human cities. The protagonist aims to reach the forest’s “heart”, a mysterious source of spatial and temporal distortions within the game world. The main obstacle is "[[DESIGNS/HeartsnatchingJungles/Models/PlasticineCeramic/Arcobaleno.jpg|guards]]" -- people who dedicated themselves to protecting the forest due to an obscure metaphysical belief.
- For story beats' details please refer to the [narrative bible](https://drive.google.com/file/d/1a-E71CnlR5kO3-pD_nNKNjWiSerUgoMS/view?usp=sharing)
![[DESIGNS/HeartsnatchingJungles/Docs/Scenes/Breakout/Full_Chart.png]]
**Part I**
The player starts at the thicket of the jungles and learns that Kadrav’s power is preventing a monster believed to hold the forest heart from being permanently defeated. Defeating Loikarin grants the player a time-acceleration ability, destabilizes the forest ecosystem, and unlocks new paths. The player can explore the lake for an optional boss fight and crafting materials or continue toward the Atogjun. Showing mercy to her at the end of the boss fight unlocks an alternative ending.
- Another thing I'd like to change is associating guards just with colour attributes. A better replacement is an apophatic system of names where the subject is never referred to directly.
![[DESIGNS/HeartsnatchingJungles/Docs/Scenes/Breakout/1_Chart.png]]
**Part II**
At a crossroads, the player can defeat Hojduk and Tudnun, unlocking optional bosses and an encounter with a lost scientist. Helping the scientist allows her to reappear later when the player meets a military squad. The squad reveals how to destroy the forest using poison, making the remaining guards more hostile and opening paths toward three more forest guards.
![[DESIGNS/HeartsnatchingJungles/Docs/Scenes/Breakout/3_Chart.png]]
**Part III**
After defeating Kecbravn, the player gains his armor and ability, unlocking an optional fight with a deranged military unit that reveals the location of a forest-poisoning toxin. Finding the toxin unlocks a secret ending, while the final meeting with the scientist provides an important item and a shortcut back to the military squad’s area. From there, the player can pursue Ovonak and Randu, encounter the worshipper again, and learn how to defeat Kadrav. Defeating Randu also unlocks an optional boss that rewards a powerful weapon.
- See the [[DESIGNS/HeartsnatchingJungles/Docs/Scenes/Dialogue_2ndMeetingYuvut.png|dialogue excerpt]] from the 2nd meeting with the worshipper (Yuvurt)
![[DESIGNS/HeartsnatchingJungles/Docs/Scenes/Breakout/5_Chart.png]]
## Heartsnatchers (Blender Models)
![[DESIGNS/HeartsnatchingJungles/Models/Blender/FishHands.gif]]
In the game's forest each creature tries to snatch the avatar's heart. Heartsnatching reverences Boris Vian's surrealist novel "[Heartsnatcher](https://en.wikipedia.org/wiki/Heartsnatcher)" and the device from his "Foam of the Daze".
![[DESIGNS/HeartsnatchingJungles/Models/Blender/RainbowHand.gif]]
**Examples of barks** (something that *heartsnatchers* say when the player encounters them): "Love is the illusion of finitelessness", "There's no love, only the eternal recurrence of dreams", "Love is the foam of daze", "Games make people happy, love makes people weep"...
![[DESIGNS/HeartsnatchingJungles/Models/Blender/TwistedFin_V1.gif]]
The project elaborates on plasticine models that I made since I was a kid. As with Vian's "Heartsnatcher", the story engages with the psychoanalitic unconsciousness. Drawing on past unfinished creative work inspires me to reflect on [[IBU/ENVIRONMENTS/Zones/Daemonium|inner demons]].
![[DESIGNS/HeartsnatchingJungles/Models/Blender/Hand_BlenderPlasticine.jpg]]
## Plasticine and Ceramic Reference Models (Slides)
Plasticine models created during the Pandemic. They laid the foundation for the game's monsters.
In collaboration with a ceramic workshop (artist: Lada Shapovalova), my plasticine models were turned into clay creatures. The statues were [exhibited at art galleries](https://psch.vzmoscow.ru/hideandseek).
![[DESIGNS/HeartsnatchingJungles/Models/PlasticineCeramic/CreaturesSlides_001.jpeg]]
![[DESIGNS/HeartsnatchingJungles/Models/PlasticineCeramic/CreaturesSlides_002.jpeg]]
![[DESIGNS/HeartsnatchingJungles/Models/PlasticineCeramic/CreaturesSlides_003.jpeg]]
![[DESIGNS/HeartsnatchingJungles/Models/PlasticineCeramic/CreaturesSlides_004.jpeg]]
![[DESIGNS/HeartsnatchingJungles/Models/PlasticineCeramic/CreaturesSlides_005.jpeg]]
![[DESIGNS/HeartsnatchingJungles/Models/PlasticineCeramic/CreaturesSlides_006.jpeg]]
At [Peschanka art gallery](https://psch.vzmoscow.ru/hideandseek).![[DESIGNS/HeartsnatchingJungles/Models/PlasticineCeramic/pschExhibition.png]]
Filmed during the first days of Covid self-isolation![[DESIGNS/HeartsnatchingJungles/Models/PlasticineCeramic/Tapir.gif]]
This particular model I created as a kid. It was an inspiration for forest "guards".
![[DESIGNS/HeartsnatchingJungles/Models/PlasticineCeramic/Arcobaleno.jpg]]
In the concept from childhood, each guard represented an eclectic magic element
![[DESIGNS/HeartsnatchingJungles/Childhood_Drawings/8magicElements.jpeg]]
## Dialogue Excerpts
![[DESIGNS/HeartsnatchingJungles/Docs/Scenes/Dialogue_2ndMeetingYuvut.png]]
## References
**Papers**
- [[IBU/RESEARCH/Essays/2020. Toy Philosophy. Is it possible to make a philosophical video game|2020. Toy Philosophy. Is it possible to make a philosophical video game?]] -- In this essay I refer to the plasticine forest from my childhood to make an argument that fictional worlds can serve for didactical reality modelling.
- Aarseth E. Cybertext (1997) -- a key reference for the game's mechanics and "metaphysical" systems
**Games**
- Sorry We're Closed (2024) -- executes a fighting mechanic where the player must break enemies heart.
- [Rfdshir Games](https://store.steampowered.com/developer/rfdshir)
**Film**
- Nausicaä of the Valley of the Wind (1984) -- one of the most powerful influences that made me sculpt plasticine forests during my childhood in the first place.
**Acid fantasy**
- [They Speak From the Abyss (TBA, 2025)](https://store.steampowered.com/app/2075460/They_Speak_From_The_Abyss/)
- [Mohrta (2025)](https://store.steampowered.com/app/2881610/Mohrta/)
- [Entropy (TBA)](https://store.steampowered.com/app/3940340/Entropy/?curator_clanid=45637338)
![[IBU/APPENDIX/(_IB_)/plasticine.(_IB_)]]