The Saviour Of Light: Unterschied zwischen den Versionen

keine Bearbeitungszusammenfassung
Keine Bearbeitungszusammenfassung
Keine Bearbeitungszusammenfassung
 
(12 dazwischenliegende Versionen von 3 Benutzern werden nicht angezeigt)
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== Team list and roles ==
== Team list and roles ==
Verena: Level Design
Kareem: 3D Art


Kareem: 3D
Thorsten: Programming, Sound


Thorsten: Programming, (Sound)
Raphaela: Project Management, Level Design


Raphaela: Project Management, Level Design Assistance
Marlene: 2D Art (Character Art, Concept Art, UI Design...), Level Design  


Marlene: 2D (Character Art, Concept Art, UI Design...), Level Design Assistance
Jasmin: Story / Level Design
 
Jasmin: Story


== Our Vision ==
== Our Vision ==
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== Game Level Design ==
== Game Level Design ==
[[Datei:Level draft.png|mini|Rough Level Draft]]
The level is set in an underground dungeon. The color scheme will be dark colors, like blue, black and grey. Most of the relevant paths are hidden in the darkness. There will be faint light sources, like torches, fire and glowing plants.
The level is set in an underground dungeon. The color scheme will be dark colors, like blue, black and grey. Most of the relevant paths are hidden in the darkness. There will be faint light sources, like torches, fire and glowing plants.


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'''Level Areas:'''
'''Level Areas:'''


* Dungeon Area: Dark, moist, stone halls. The player enters the first area and finds himself in a medieval-styled dungeon. There he needs to find a button to open the right door which will lead him further in.
* '''Dungeon Area:''' Dark, moist, stone halls. The player enters the first area and finds himself in a medieval-styled dungeon. There he needs to open the door which will lead him further in. During his investigations in the library he finds a hidden jail, where a ghost (a dead inmate) gives him the key to advance.
* Floating Islands Area: This area consist of magically floating platforms in the dark. Glowing plants are growing on them. Now it is important to find a way to activate light pillars, which will light up dark paths. Once he beats this area, he finds out that the 2 elders he searched for are trapped. After finding the right key, he is able to rescue them.
 
* Outside Area: At the end, the player leaves the dungeon and enters the outside. Reunited with the elders, the game ends.  
* [[Datei:Prototype of the First Level.png|mini|199x199px|Prototype of the first level]]'''Floating Islands Area:''' This area consist of magically floating islands in the dark. Glowing plants are growing on them. Now it is important to find a way to activate the three light pillars which will light up dark paths. It is necessary to clear three areas (maze, puzzle island, dark paths) to activate the light bridge which leads to the two missing elders.
[[Datei:Prototype of the First Level.png|mini|199x199px|Prototype of the first level]]
 
* '''Outside Area:''' At the end, the player leaves the dungeon and enters the outside. Reunited with the elders, the game ends.  
 




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[[Datei:Pause Draft.png|mini|Pause Menu Draft|ohne]]
[[Datei:Pause Draft.png|mini|Pause Menu Draft|ohne]]
[[Datei:Speech Draft.png|ohne|mini|Speech / Interaction Draft]]
[[Datei:Speech Draft.png|ohne|mini|Speech / Interaction Draft]]
[[Datei:Background Menu.png|ohne|mini|507x507px|Background for Menu]] 
There should be a consistent design which reuses certain aspects and feels familiar. For this rough draft, we chose hexagons. The background won't be entirely black, for the start screen, there will be a handdrawn or animated background to make it interesting. The pause screen will consist of the blurred ingame view and the necessary buttons. The third scribble shows a potential interaction where the protagonist comments on something or talks with somebody. It is possible to include multiple 2D sprites of the protagonist to depict certain emotions (similar to traditional visual novel games). The text will appear in an area at the bottom. Since The Saviour of Light only focuses on the solving of puzzles, there '''won't be any health indicator or an inventory'''. However, if the protagonist finds a key item, it will be shown on a top corner.   
There should be a consistent design which reuses certain aspects and feels familiar. For this rough draft, we chose hexagons. The background won't be entirely black, for the start screen, there will be a handdrawn or animated background to make it interesting. The pause screen will consist of the blurred ingame view and the necessary buttons. The third scribble shows a potential interaction where the protagonist comments on something or talks with somebody. It is possible to include multiple 2D sprites of the protagonist to depict certain emotions (similar to traditional visual novel games). The text will appear in an area at the bottom. Since The Saviour of Light only focuses on the solving of puzzles, there '''won't be any health indicator or an inventory'''. However, if the protagonist finds a key item, it will be shown on a top corner.   


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|No
|No
|3-4
|3-4
|-
|UI Elements
|2D
|Yes
|3
|-
|-
|Start Screen Background
|Start Screen Background
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|Yes
|Yes
|1
|1
|-
|Lux Model
|3D
|Yes
|1
|-
|NPC Model
|3D
|Yes
|2
|-
|Dungeon Elements (Bars, torches, skeletons)
|3D
|No
|5+
|-
|-
|Sign
|Sign
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|Yes
|Yes
|1
|1
|-
|Glowing Plants
|3D
|No
|4
|}
|}
{| class="wikitable"
{| class="wikitable"
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'''24th April 2022'''
'''24th April 2022'''


Created rough prototypes of the start screen, pause screen and the ingame UI. I imagine it to have a reoccurring design which uses hexagons. Preferred text font: Mrs Eaves OT Bold. I am also planning to create a few 2D sprites for the main character if we decide to give him some dialogue to show his emotions in a better way. Furthermore, I worked on the wiki page.
Created rough prototypes of the start screen, pause screen and the ingame UI. I imagine it to have a reoccurring design which uses hexagons. Preferred text font: Mrs Eaves OT Bold. I am also planning to create a few 2D sprites for the main character if we decide to give him some dialogue to show his emotions in a better way. Furthermore, I worked on the wiki page. Drew a rough level draft and added it to the page


=== '''Thorsten Waigmann''' ===
=== '''Thorsten Waigmann''' ===
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==== 14. April 2022 ====
==== 14. April 2022 ====
Implemented a celshader
Implemented a celshader
== Game Design Fundamentals: presentation ==
'''>'''[[:Datei:The Savior Of Light Presentation.pdf|The Saviour Of Light Presentation]]'''<'''
[[Kategorie:Spielekonzept im SS 2022]]
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