Morgan: Metal Detective
Harvey Hayman

Project Introduction

First person game with support for controllers and mouse/keyboard with standard first person controls.

**Metal Detector**

Morgan uses her grandad’s old metal detector to detect hidden metal objects underground. When Morgan selects the metal detector from her inventory, an animation triggers of her putting on her headphones and she starts walking more slowly.

Readings are shown in a unit Morgan holds in her left hand, whilst she holds the metal detector with her right hand. She can then start sweeping the ground from left to right by pressing left click/right trigger, this can be stopped by pressing the button again. When the metal detector finds metal nearby it will start to show a reading.

This reading shows the metallic composition of the metal found underground, ranging from left to right: iron through to silver. This can show a mixed reading if the item contains multiple metals.

**Trowel and Digging**

When the reading is at a peak, it is time to get out your trowel and dig up the earth. When the user gets out their trowel, their movement speed is no longer restricted, and they can choose to dig anywhere if they wish. However, they will be unlikely to find anything if they are not using it in combination with the metal detector.

With the trowel selected, if the player presses left click/right trigger, they will dig at the point the trowel is pointing. If the player happens to be looking upwards or slightly below the dig point, the camera will adjust so the hole is vertically in the centre of the screen. At this point the player’s controls will locked and a canned animation will run of Morgan digging a hole. There are now two possible outcomes:

1. If the player has successfully dug within the peak zone, then the object found will be spawned in the hole. The player can then press X to pick up the object. The item will then appear floating in front of the player with a blurred background. The player can rotate and inspect the object. The player can press Escape/B or click “Back” to return to the world.
2. If there is no object found at the dig point, the hole will be empty.

The player is prompted to fill in their hole by pressing left click/right trigger. This will start a canned animation of Morgan filling in the hole, when finished, full control is returned to the player.

Underground, the player can either find quest items or recyclable items, which can be exchanged in the shop for money.

**Conversations**

Characters exist in the 3D world as 2D sprites which always face towards Morgan. When Morgan triggers a conversation with one of these characters (either automatic, or player context specific on the situation), control is taken from the player. The background is blurred, black lines added at the top and bottom and 2D sprite versions of Morgan and the character facing each other appear on the screen. Text with spoken dialogue plays out the conversation. When prompted the player can select conversational responses, which, in only a minor way, effect the conversation. When the conversation ends, full control returns to the player.

**Quests and The Journal**

As Morgan explores Glasden, she will collect quests from the inhabitants relating to items they have lost. This will include a clue to their location, which the player will have to decipher to help them metal detect in the correct place. Once the player returns the lost item to the quest giver, this will unlock a new line of dialogue, tape, quest and/or area to explore.

The Journal keeps tracks of important story information and essential quest clues. These are all written by Morgan in the first person, as if she was keeping the journal. The Journal also contains a map which the player can use to help explore the island.

**The Finds Bag**

As the player finds items underground, these will be placed in the finds bag. This can be opened by pressing up on D-Pad, or B on the keyboard. This includes quest items, recyclable items and tapes. The player is not restricted in the number of quest items or tapes they can store but are limited on the number of recyclable items.

In the course of completing quests, Morgan will find tapes from her grandad, these will push forward the story and start to explore the lore of Glasden. During the course of exploring, Morgan will also find and collect music tapes. These can be selected and played from the backpack menu. When the player selects a tape to play, the finds bag menu will close and an animation of Morgan putting on her headphones and starting the tape will play. The player is then free to explore the world whilst listening to the tape. If the player selects the metal detector, the player will switch the headphones over to the metal detector.

**The Hardware/Electronics Shop and Recyclable Items**

The Hardware/Electronics Shop will exchange recyclable items for cash. The amount you get for each item will depend on the scrappage worth of the metal in each item.

The money you earn from recycling items can be used to buy music tapes and stickers (which can be used to personalise your journal).

About Developer

Harvey Hayman and Holly Hudson are both studying Video Game Design and Development MA at the National Film and Television School (NFTS). The pair previously worked on a narrative exploration game, Snowy Springs, which was a finalist in the Student Category at the GDWC 2022 and a golden ticket recipient at GDLX 2023. Their previous game, Shadows of them, was a finalist at the Develop:Brighton Indie Showcase 2022.

On Morgan, Harvey is responsible for the technical elements and games design, whilst Holly is responsible for Art Direction. They are working with a UK based Graphic Design Studio, Double Slice, to design the 2D characters and 3D art student Krisztina Jozsa. From within the National Film and Television School, they are also working with screenwriter Ruby Abbiss composer Rotem Frimer, sound designers Lucas Lehmann and Joseph Russell, producers Victoria Rocamora and Jai Rodgers, production designer Melissa Davis and marketers Hector Lester-George and Yanbing Lu. The game will be presented at EGX in October 2023.

Harvey previously studied Mechanical Engineering, being awarded a first in MEng Mechanical Engineering from the University of Leicester. Over the last 10 years he has worked as a tax consultant and recently made the shift into games design and development starting at NFTS. Harvey is an aspiring games designer and was responsible for various roles on the pair's previous game, Snowy Springs including: game design, programming, lighting, camera rigging, systems integration (including WWise and Dialogue System for Unity) and Unity implementation. Harvey is passionate about promoting the creative endeavours of students on the course. He recently organised a three day festival, National Games School Expo (NGSX) which allowed visitors to play all of the games students’ previous releases.

Holly has a background in 3D art and design, previously graduating from Middlesex University in 2021 with BA 3D Animation and Games. In the pursuit of reaching an art director role in the games industry, Holly undertook various art and design roles during the production of Snowy Springs; her contributions included 3D modelling, level design, rigging, animation, and Unity implementation.