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==Level Design==
==Level Design==
Beschreibung des/der Game Level(s) mit einem annotierten Level Diagramm und optionaler textueller Beschreibung.
''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 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:'''
 
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.
 
'''Progression:'''
 
The level offers three areas with increasing difficulty, which are separated by two roadblocks. To progress through the level areas a certain number of artifacts per area must be found before the roadblocks can be removed to enter the new area. The artifacts, as well as some light sources, can be found all over the map on the main or side paths.
 
'''Spawn Points:'''
 
In case of character death, the player will be reset to one of the three existing spawn points depending on the player’s current position in the game. Spawn point for the past area is the starting position, for the present area it is the first roadblock and for the future area it is the second roadblock.
 
'''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.
* 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.
 
==Story==
==Story==
Beschreibung der Story des Spiels in mindestens 100 Wörtern.
Beschreibung der Story des Spiels in mindestens 100 Wörtern.

Version vom 15. April 2022, 11:05 Uhr

Deep Down
StudioName des Teams
Spiel-EngineUnity

Deep Down is a Game by (Team Name) for Game Production.

Link to our Trello Board: https://trello.com/b/v3W17vf4

Rollen und Aufgaben im Team

Lilith-Isa Samer

Story & Sound Lead | Art (3D) Assistant

Simona Beck

Project management & Game Design Lead | Story Assistant

River Gadermaier

Programming Lead | Game Design & Story Assistant

Emilia Bornschlegl

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

Benedict Haunschmied

Level Design Lead | Sound Assistant

Vision Statement

Mindestens ein Satz zur aussagekräftigen Vision des Spiels.ß

Spielemechaniken

Deep Down is a third person shooter game with the objectives to explore the underwater world and interact with certain items (and/or collect some of them) to figure out why everything has sunk and what has happened to humanity.

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.

Core Rules:

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.

Character and Resources:

While not human itself, the character is the personified remain 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.

The basic resources are light sources to keep the character glowing and to be able to see in the darkness of the sea.

Conflict:

The conflict will be to plan your collection of the light sources very well, so you can advance through the story without being reset to a spawn point after dying because your light went out.

Outcome:

When interacting with all the items you puzzle the found pieces back together to re-establish your memory of humanity’s downfall.

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 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:

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.

Progression:

The level offers three areas with increasing difficulty, which are separated by two roadblocks. To progress through the level areas a certain number of artifacts per area must be found before the roadblocks can be removed to enter the new area. The artifacts, as well as some light sources, can be found all over the map on the main or side paths.

Spawn Points:

In case of character death, the player will be reset to one of the three existing spawn points depending on the player’s current position in the game. Spawn point for the past area is the starting position, for the present area it is the first roadblock and for the future area it is the second roadblock.

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.
  • 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.

Story

Beschreibung der Story des Spiels in mindestens 100 Wörtern.

User Interface

Scribbles und Skizzen vom User Interface und ggf. textueller Beschreibung.

Asset Liste

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