Deep Down: Unterschied zwischen den Versionen

2.517 Bytes hinzugefügt ,  22. Juli 2022
keine Bearbeitungszusammenfassung
KKeine Bearbeitungszusammenfassung
Keine Bearbeitungszusammenfassung
 
(26 dazwischenliegende Versionen von 5 Benutzern werden nicht angezeigt)
Zeile 4: Zeile 4:
|Originaltitel  =  
|Originaltitel  =  
|Transkription  =  
|Transkription  =  
|Bild            = [[Datei:Deep Down Concept.png|mini]]
|Bild            = Deep Down Concept.png
|Beschreibung    =  
|Beschreibung    =  
|Entwickler      = Raccoon Rascals
|Entwickler      = Raccoon Rascals
Zeile 44: Zeile 44:
'''Emilia Bornschlegl'''
'''Emilia Bornschlegl'''


Art (3D) Lead | ''Game Design, Level Design Assistant''
Art (3D) Lead | ''Game Design & Level Design Assistant''


'''Benedict Haunschmied'''
'''Benedict Haunschmied'''


Level Design Lead | ''Sound Assistant''  
Level Design Lead | ''Sound Assistant''  
<br>
 
==Vision Statement ==
==Vision Statement==
Underneath the ocean, in the darkness, the last shard of human memory is trying to piece itself together and find out, what happened to the people that made it. In a race against darkness, the memory collects pieces of knowledge that reveal what has been lost in the water deeo down.  
 
==Spielemechaniken ==
[https://www.youtube.com/embed/D0gVHE-ZVDE Link] zu Trailer
 
'''External:'''
 
Underneath the ocean, in the darkness, the last shard of human memory is trying to piece itself together and find out, what happened to the people that created it. In a race against darkness, the memory collects pieces of knowledge that reveal what has been lost in the water deep down. Deep Down is an exploration game where the player gets to interact with objects to explore their story.
 
'''Internal Guidelines:'''
 
* Deep Down is a game set underwater, in the darkness. We guide the player with lights and the bioluminescence that naturally occurs deep under water.
*The player never sees the full screen, there’s always something in the dark..
*The player gets to explore the ocean floor, where they find bits and pieces of history that explain how these found artifacts wound up underwater. The story bits never reveal the whole answer. They are always absurd snippets of the current world or of a world that could exist in the future, right before humanity goes under/self-destructs.
*Humanity has gone too far, we didn’t save our planet in time so all the things we thought important are now on the ocean floor.
*The player is not scared, but uneasy.
*Player collects glowing orbs. They give them light.
 
==Spielemechaniken==
Deep Down is an exploration game with the objectives to explore the underwater world and interact with items (and/or collect some of them) to figure out what has happened to humanity.
Deep Down is an exploration game with the objectives to explore the underwater world and interact with items (and/or collect some of them) to figure out what has happened to humanity.


'''Core Mechanics:'''
'''Core Mechanics:'''


The Main Core Mechanics include the walking mechanic, the item interaction, and the collection of light sources. The character moves around by floating above the seabed, it is possible to float faster by using the sprint mechanic, but the character does not have any jump mechanics. When it comes to interactions the character can read descriptions of items and/or listen to voice recordings. Optional the character can pick up certain items to use them later in the game.
The main Core Mechanics include the walking mechanic, the item interaction, and the collection of light sources. The character moves around by floating above the seabed. It is possible to float faster by using the sprint mechanic, but the character does not have any jump mechanics. When it comes to interactions the character can read descriptions of items and/or listen to voice recordings. Optionally, the character can pick up certain items to use them later in the game.


'''Core Rules:'''
'''Core Rules:'''
 
[[Datei:Deep Down Game Design Diagram.png|mini|405x405px|Game Design Diagram]]
The most important Core Rule is to collect light sources, which are placed on the map, to refill the “Glow-Meter” health bar. Once the bar is empty the character will stop glowing and will be reset to the latest spawn point. To advance in the story you have to interact with items you find which will give you more and more information about humanity and lead you through three areas of history.
The most important Core Rule is to collect light sources, which are placed on the map, to refill the “Glow-Meter” health bar. Once the bar is empty the character will stop glowing and will be reset to the last spawn point. To advance in the story you have to interact with items you find, which will give you more and more information about humanity and lead you through three areas of history.


'''Character and Resources:'''
'''Character and Resources:'''


While not human itself, the character is the personified remains of the collective memory of humanity. A small holographic projection able to move unbothered by the pressure of the sea. However, its memory has been corrupted. It's up the player to try to piece itself back together to find out the whole story of humanity’s downfall.
While not human itself, the character is the personified remains of the collective memory of humanity. A small holographic projection able to move unbothered by the pressure of the sea. However, its memory has been corrupted. It's up to the player to try to piece itself back together to find out the whole story of humanity’s downfall.


The basic resources are light sources to keep the character glowing and to be able to see in the darkness of the sea.
The basic resources are light sources to keep the character glowing and to be able to see in the darkness of the sea.
Zeile 77: Zeile 92:
When interacting with all the items you puzzle the found pieces back together to re-establish your memory of humanity’s downfall.
When interacting with all the items you puzzle the found pieces back together to re-establish your memory of humanity’s downfall.


==Level Design==
== Level Design==
''Beschreibung des/der Game Level(s) mit einem annotierten Level Diagramm und optionaler textueller Beschreibung.''
The level represents an underwater hill with one main path and several side paths. The player will progress upwards for the entire level if they stay on the main path. To increase the difficulty, the level is divided into three areas of humanity's history – Past, Present and Future.
 
 
The level represents an underwater hill with one main path and several side paths. The player will progress upwards for the entire level if he/she stays on the main path. To increase the difficulty, the level is divided into three areas of humanities history – Past, Present and Future.


'''Paths:'''  
'''Paths:'''  


There will be one big main path throughout the entire level. To make the level more exciting to explore the player will be able to see some items somewhere apart from the main path without the possibility of reaching them at this point. Later on in the level the player can take side paths to reach the item he/she could see before.
There will be one big main path throughout the entire level. To make the level more exciting to explore, the player will be able to see some items somewhere apart from the main path without the possibility of reaching them at this point. Later on in the level the player can take side paths to reach the item they were able to see before.


'''Progression:'''  
'''Progression:'''  
Zeile 97: Zeile 109:
'''Level Areas:'''
'''Level Areas:'''


* Past Area: The past area introduces the possibility to collect artifacts and light sources, as well as the necessity to explore the side paths for further items to move the first roadblock. The side paths in this area are the easiest ones with a dead end which makes you return to the exact same position on the main path you were before.
* Past Area: The past area introduces the possibility to collect artifacts and light sources, as well as the necessity to explore the side paths for further items to move the first roadblock. The side paths in this area are the easiest ones with a dead end which forces you to return to the exact same position on the main path you were before.
* Present Area: This area introduces one-way-loop side paths which connect two positions on the main path and can only be entered from one side. The side paths have junctions now, as well.
*Present Area: This area introduces one-way-loop side paths which connect two positions on the main path and can only be entered from one side. The side paths have junctions now, as well.
* Future Area: In this area the player has to combine his knowledge about the different side paths to choose the best route trough the area. There will be a lot of one-way-paths to create confusion.
*Future Area: In this area the player has to combine their knowledge about the different side paths to choose the best route trough the area. There will be a lot of one-way-paths to create confusion.
'''Early level diagram:'''
 
[[Datei:Level_Concept.png|rahmenlos|433x433px]]


==Story==
==Story==
Beschreibung der Story des Spiels in mindestens 100 Wörtern.
The year is 2525.  
 
At the bottom of the ocean, a small sprite is looking for answers as to what happened to humanity. While not human itself, it is the personified remains of the collective memory of humanity. A small holographic projection able to move unbothered by the pressure of the sea.
 
However, its memory has been corrupted and it’s trying to piece itself back together to find out the whole story of humanity’s downfall.
 
Kept alive by the energy orbs scattered along the seafloor, the sprite is moving about collecting items that have made their way to the bottom of the ocean. They tell the story of the downfall of humanity from early industrialisation to complete nuclear annihilation and a failed final mission to Mars.
 
[https://docs.google.com/document/d/1KxgfdoT9ILiyF9_5_VdvKC-5gurOlEWGKvRIL1J9ix4/edit?usp=sharing Link] to full story (contains spoilers).
 
==User Interface==
==User Interface==
Scribbles und Skizzen vom User Interface und ggf. textueller Beschreibung.
Deep Down’s User Interface is mostly minimalistic and complies with the game’s overall blue color theme.
== Asset Liste==
The in-game UI consists of Info-boxes with a 2D minimalistic illustration of the found objects, as well as a Glow-Meter (which is essentially a health bar), and an Artifact List.
Eine Aufzählung (Bullet List) oder Tabelle mit allen im Spiel verwendeten Assets (2D, 3D, Sound). Sollten Assets aufwändiger sein, bitte ausführlich beschreiben.
 
<gallery mode="nolines" widths="300px" heights="212px">
File:Artifact List Concept.png|Artifact List Concept
File:Infobox Concept.png|Concept of Infobox with 2D Art of Objects
File: Pause Menu Concept.png|Pause Menu Concept
</gallery>
 
==Asset List==
[https://docs.google.com/spreadsheets/d/17U6PWdIAHrl_hYuiNloepvw6LE8Ixbl8xSb4FoD6n4k/edit?usp=sharing Link] to the Asset List
 
== Licenses ==
[https://docs.google.com/spreadsheets/d/184lzyGDjpwcIjqFU3hMNF4DO3IP7NobeV0WMxIn6nbw/edit?hl=DE#gid=0 Link] to the License List of all used 3d models


== Game Cover (Concept Art) ==
[[Datei:Deep Down Cover Art.png|links|mini]]
[[Kategorie:Spielekonzept im SS 2022]]
[[Kategorie:Spielekonzept im SS 2022]]
29

Bearbeitungen