GDD of Year2 Project §-1

写在前头-这个系列将会记录我制作大学二年级第一个VR游戏项目的开发过程,也就是开发日记。 所以严格来讲其实GDD的意思并非(Game Design Document)而是 (Game Development Document)? 我不知道..

Foreword – This series will chronicle the development process of my first VR game project during my second year at university, essentially serving as a development diary. So strictly speaking, does GDD actually stand for “Game Development Document” rather than “Game Design Document”? I’m not sure…

01. 初始概念阶段 — “民俗与情感的共振”

Concept Origin: The Dual Nature of Chinese Horror and Love

我最初的想法来自于中国民俗中的“冥婚”与“祭祀”传统。
这类主题通常带有“恐怖”与“情感”的双重张力:

My initial concept drew upon the Chinese folk traditions of “ghost marriages” and “ancestral worship”. Such themes typically carry a dual tension of “horror” and “emotion”:

人死之后仍被爱着,这份爱有时会变成诅咒。

Even after death, the deceased may still be loved, and this affection can sometimes transform into a curse.

🩶 1. From Folk Horror to Emotional Memory

从民俗恐怖到情感记忆


The Return Light began as a simple idea: to build a Chinese folk-horror VR experience inspired by ghost marriage and soul-calling rituals.
At first, our goal was to frighten players through traditional symbols — incense, lanterns, and ancestral spirits.
Yet during early discussions, we realized fear alone was too shallow.
I wanted something that hurts quietly, not shocks loudly — something that transforms fear into empathy.


《归灯》最初的灵感来自中国民俗恐怖,尤其是“冥婚”“招魂”等仪式。
起初,我希望通过香火、魂灯、祖灵等符号营造恐怖氛围。
但在最早的讨论中,我发现单纯的恐惧过于表层。
我更希望让玩家体验一种“安静的疼痛”——恐惧被共情取代。


🔄 2. Turning Limitations into Language

把技术限制变成叙事语言


Working in Unity forced us to face visual limits — realism was hard to achieve.
So, instead of fighting against these constraints, I turned pixelation into part of the story.
Pixelation became our metaphor for memory:
when the mother remembers clearly, the world looks sharp;
when she begins to forget, the world dissolves into pixels.
A visual defect became emotional storytelling.


由于Unity的画面限制,我无法实现完全写实的视觉。
于是,我反其道而行,将“像素化”转化为叙事语言。
像素化成为“记忆”的隐喻:
母亲记得越清楚,世界越清晰;
当她开始遗忘,一切逐渐化为颗粒。
技术缺陷,反而成了情感表达。


🪞 3. The Reverse Ritual — Player as Memory

反向招魂——玩家即记忆


Early drafts positioned the player as a living child honoring their mother.
But later, a radical shift occurred: the player is not alive.
They are the fragment of the mother’s memory —
a consciousness she refuses to let go of.
Thus, every “correct” ritual act (lighting incense, praying, following her voice)
actually keeps the player trapped.
The only way to win is to disobey.


在早期剧本中,玩家是一位为母祭奠的孩子。
后来我彻底颠覆了设定:玩家并非活人
而是母亲记忆中残留的一段意识。
因此,每一个“正确”的动作(上香、祈祷、听从指令)
其实都让自己陷得更深。
通关的方法,反而是——违抗


🌊 4. Rebuilding the World as a River

把世界重塑为“记忆之河”


I imagined the world not as a mountain, but as a river —
a slow, endless current flowing through memory.
Moving downstream means returning to the mother’s womb,
back to warmth, safety, and dependence.
Moving upstream means resisting that pull,
climbing against the flow toward silence and forgetting.
The mother’s voice calls the player to drift with the current,
but freedom lies in turning against the water,
where memory dissolves into mist.


我重新设想了游戏的空间——它不再是一座山,而是一条河。
这条河缓慢而无尽,流淌在记忆之中。
顺流而下象征着回到母体,
回到温暖、安逸与依附。
逆流而上则意味着抗拒牵引,
向遗忘与静默攀行。
母亲的声音呼唤你随水漂流,
而真正的自由,藏在逆水而行的方向,
在那里,记忆终将化为雾气消散。

事实上,在我最早的设想中我将世界重塑成了记忆之山,而玩家的向山上走意味着正确(参考着一般寺庙,神社都在高山上。而母亲会呼唤玩家向山下走,越走画面会越离奇恐怖。)但考虑到后续能够通过场景反应一定物理层的哲学立场(例如中文中的”羊水“概念,将世界改成河流。) In truth, my earliest conception reshaped the world into a mountain of memory, where the player’s ascent symbolised righteousness (drawing parallels with temples and shrines typically situated atop mountains). The mother, however, would urge the player to descend, where the scenery grew increasingly bizarre and terrifying. Yet, considering the potential to later convey certain philosophical stances through environmental responses — such as the Chinese concept of “amniotic fluid” (羊水), which led to the world being re imagined as a river.



🔥 5. Expanding the Meaning of Love — Dual Endings

扩展“爱”的含义——双结局


In later development, I felt one ending was too moral, too clean.
So we introduced two mirrored outcomes:

  • Release Ending: The player walks upward, resists the mother, the lamp fades to white — peace through forgetting.
  • Return Ending: The player obeys, attaches a red navel cord to the altar, and the world floods like amniotic fluid — rebirth through surrender.

The two endings mirror each other: one breaks the bond, the other returns to it.
Both are beautiful, both are tragic.


随着剧情深入,我意识到单一结局过于道德化。
于是增加了两个对称的结局:

  • 放下结局:玩家登顶,违抗母亲,灯火熄灭——在被遗忘中获得平静。
  • 回归结局:玩家顺从,扯出“脐带”接回祭坛,世界化为羊水之河——在回归中重生。

两个结局互为镜像:一个斩断依附,一个投向怀抱。
同样的温柔,也同样的悲哀。


🕯️ 6. Light as Language

光即语言


Throughout development, light remained the center of everything.
It is warmth, memory, and control.
In our final version, light no longer simply “illuminates” —
it decides what can exist.
To remember is to give light to something;
to forget is to let it fade back into the dark.


整个开发过程中,“光”始终是作品的核心。
它既是温度,也是记忆,更是控制。
在最终版本中,光不再只是照亮,
而是决定了存在本身
被记起的,得以被光点亮;
被遗忘的,重新归于黑暗。


🎭 7. Closing with Shadows

用影子收尾


Both endings return to the same scene — a shadow play.
Behind the curtain, something burns.
When the cloth lifts, it reveals what has always been there:
a baby glowing faintly in the fire.
A quiet whisper closes the story:

“Every memory needs a new light.”


两个结局都回到同一幕——皮影戏。
幕布后有东西在燃烧。
当布帘升起,火中闪烁着婴儿的微光。
最后一句低语回荡:

“每段记忆,都需要新的光。”


💭 8. Reflection

反思


The Return Light evolved from a ghost story into a meditation on love and identity.
I learned that horror is not about monsters — it’s about what we cannot let go of.
Technically, artistically, and emotionally, this project taught us
that constraints can become language,
and love can be the most terrifying ritual of all.


《归灯》从一则鬼故事,成长为一场关于爱与自我的思辨。
我明白,真正的恐怖不是鬼怪,而是“无法放下”。
无论在技术、美术或叙事上,这个项目都证明——
限制可以变成语言,
而爱,才是最恐怖的仪式。

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Source: github.com/k4yt3x/flowerhd
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