Deep Down: Unterschied zwischen den Versionen

KKeine Bearbeitungszusammenfassung
(Vision Statement & Story hinzugefügt)
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Level Design Lead | ''Sound Assistant''  
Level Design Lead | ''Sound Assistant''  
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==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.  
'''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 made it. In a race against darkness, the memory collects pieces of knowledge that reveal what has been lost in the water deeo 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 the story of why these bits and pieces are underwater. These story bits never reveal the whole answer. The story bits are always absurd snippets of a world that exists now, or could exist just before humanity goes under.  
* 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 ==
==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.
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==Level Design==
==Level Design==
''Beschreibung des/der Game Level(s) mit einem annotierten Level Diagramm und optionaler textueller Beschreibung.''




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==Story==
==Story==
Beschreibung der Story des Spiels in mindestens 100 Wörtern.
The year is 9595.  
 
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.
 
==User Interface==
==User Interface==
Scribbles und Skizzen vom User Interface und ggf. textueller Beschreibung.
Scribbles und Skizzen vom User Interface und ggf. textueller Beschreibung.