The Saviour Of Light: Unterschied zwischen den Versionen

keine Bearbeitungszusammenfassung
Keine Bearbeitungszusammenfassung
Keine Bearbeitungszusammenfassung
 
(10 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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[[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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==== 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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