One of the most important aspects in game play - I feel - is the plot and the interaction between the player(s) and the plot. Therefore, I have taken care in creating a dynamic storyline, which will give the player a sense of purpose as well as giving the player freedom to roam around and not get bogged down within an over-created plot. Thus I advoid the linea effect other games produce.
The game is based on a ice moon orbitting a gas giant - not important at this point - there we find three locations situated within a large asteriod impact crater. Massive, unscaleable, ice walls shadow the crater on all sides. These locations are, the conoly buildings, the research buildings and the research sites themselves. The first two mentioned sites are unlinked. This gives the game two different areas of play. Where as the third area is more intune to the second, although I have added an darking twist to the third area, making it noticeably more atmosphereic.
The other area is the conoly buildings themselves, although sharing the 'oldness' of the Cathedral's architecure, i've decided to modernise the fine detail of the buildings. Adding hugh slopes of glass and steel to the buildings. Orignally I was going to incooporate a giant canopy structure over the entire site, instead the structure will be present but hughly uncomplete. This will present the player with a view of giant struts of steel arching up towards the sky.
Most of the research areas will be large empity spaces, with bits of equipment sparsly placed around. In construst, the accomadation areas will be packed with equipment and homely items. Other areas such the warehouses will be filled with all manor of vehicles and equipment all of which can be used by the player(s).
Gameplay begins at the research buildings, depending on which character(s) was selected by the player(s) will depend where abouts in the complex they begin. There they spend the next few days finding their way around. After which things start to happen, namely bodies start turning up - yes, you do get to see them. Not long after the player(s)'s own life becomes underthreat, and staying alife becomes the goal of the player(s).