Deep Down: Unterschied zwischen den Versionen

Keine Bearbeitungszusammenfassung
KKeine Bearbeitungszusammenfassung
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|Originaltitel  =  
|Originaltitel  =  
|Transkription  =  
|Transkription  =  
|Bild            =[[Datei:Deep Down Concept.png|mini]]
|Bild            = [[Datei:Deep Down Concept.png|rahmenlos]]
|Beschreibung    =  
|Beschreibung    =  
|Entwickler      = Raccoon Rascals
|Entwickler      = Raccoon Rascals
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Level Design Lead | ''Sound Assistant''  
Level Design Lead | ''Sound Assistant''  


==Vision Statement ==
==Vision Statement==
'''External:'''  
'''External:'''  


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'''Internal Guidelines:'''  
'''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.
* 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 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.  
*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.
*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.
*The player is not scared, but uneasy.
* Player collects glowing orbs. They give them light.
*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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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==
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 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.


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* 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.
* 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 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.
*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:'''
'''Early level diagram:'''


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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.
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.


<gallery mode=nolines widths="300px" heights="212px">
<gallery mode="nolines" widths="300px" heights="212px">
File:Artifact List Concept.png|Artifact List Concept
File:Artifact List Concept.png|Artifact List Concept
File:Infobox Concept.png|Concept of Infobox with 2D Art of Objects
File:Infobox Concept.png|Concept of Infobox with 2D Art of Objects
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</gallery>
</gallery>


== Asset Liste==
==Asset Liste==
Eine Aufzählung (Bullet List) oder Tabelle mit allen im Spiel verwendeten Assets (2D, 3D, Sound). Sollten Assets aufwändiger sein, bitte ausführlich beschreiben.
Eine Aufzählung (Bullet List) oder Tabelle mit allen im Spiel verwendeten Assets (2D, 3D, Sound). Sollten Assets aufwändiger sein, bitte ausführlich beschreiben.


[[Kategorie:Spielekonzept im SS 2022]]
[[Kategorie:Spielekonzept im SS 2022]]