The Saviour Of Light: Unterschied zwischen den Versionen

keine Bearbeitungszusammenfassung
Keine Bearbeitungszusammenfassung
 
(11 dazwischenliegende Versionen von 3 Benutzern werden nicht angezeigt)
Zeile 2: Zeile 2:


== 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 ==
Zeile 36: Zeile 34:
* '''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.
* '''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 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]]'''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.


* '''Outside Area:''' At the end, the player leaves the dungeon and enters the outside. Reunited with the elders, the game ends.  
* '''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]]




Zeile 62: Zeile 59:
[[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.   


Zeile 76: Zeile 75:
|No
|No
|3-4
|3-4
|-
|UI Elements
|2D
|Yes
|3
|-
|-
|Start Screen Background
|Start Screen Background
Zeile 101: Zeile 105:
|Yes
|Yes
|1
|1
|-
|Lux Model
|3D
|Yes
|1
|-
|NPC Model
|3D
|Yes
|2
|-
|Dungeon Elements (Bars, torches, skeletons)
|3D
|No
|5+
|-
|-
|Sign
|Sign
Zeile 111: Zeile 130:
|Yes
|Yes
|1
|1
|-
|Glowing Plants
|3D
|No
|4
|}
|}
{| class="wikitable"
{| class="wikitable"
Zeile 183: Zeile 207:
==== 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]]
83

Bearbeitungen