The Saviour Of Light

Aus hagenberg.games Wiki

The Saviour Of Light ist ein Indie Puzzle-Adventure-Game produziert von Die schrumpligen Pilze.

Team list and roles

Verena: Level Design

Kareem: 3D

Thorsten: Programming, (Sound)

Raphaela: Project Management, Level Design Assistance

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

Jasmin: Story

Our Vision

The Saviour of Light is a puzzle game set in a dark dungeon underground. An evil force is robbing the light, and two elders are gone missing. Our hero decides to help them and bring back the light in the process. The setting is dark, there are only a few light sources. Glowing plants, torches or light pillars guide the way. It is our goal to create a relaxing and fun experience which challenges the player by giving him difficult puzzles. It is very important that the player will be able to immerse themselves in the level and find out how and why this happened.

The Game Mechanics

The protagonist must solve puzzles to get through the level. The game will be played in 3rd person and the character will be able to walk, jump, interact with items/buttons/doors/signs/…, inspect locations and light up the level by activating certain structures. Illuminating the surroundings is a key mechanic to progress in the levels.  The right paths will be hidden in the darkness and need to be found.

more words

Game Level Design

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.

Progression:

To progress in the level, the player has to find buttons to open doors or activate light pillars, which will illuminate parts of the level. Once paths are illuminated, they are walkable, and thus the player can andvance further. The player will find signs or other pieces of text scattered around the level which explain controls and the lore of the game. Players who love exploring will be able to find hidden lore and easter eggs. The goal is to beat the level and bring back the light.

Dangers:

There won't be any enemies, however at some point the player will encounter deadly traps and dangerous areas. In case of death, the player will respawn at designated spawn points.

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.
  • 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.

The Story

The world our main character lives is always threatened by a dark force that tries to destroy all the light sources. A secret organization fought against the darkness, unfortunately that organization is slowly dying out and the darkness is taking over.

The last 3 elders of the guild go out to fight the darkness, but don’t return. Our hero, a young trainee of the guild, goes after them to find out the truth. On his way he finds a destroyed left battlefield and one of the elders wounded. He tells him that the other elders have been taken to the dark dungeon. The trainee now has to find his way through to rescue the remaining elders and help them defeat the darkness.

Scribbles of all UI

Start Menu Draft
Pause Menu Draft
Speech / Interaction Draft

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.

Asset List

Asset List
Asset Type Animated Variations
Character Sprite 2D No 3-4
Start Screen Background 2D No 1
Door 3D Yes 1
Pressure Plate 3D Yes 2
Pressure Plate Rim 3D No 2
Character Model 3D Yes 1
Sign 3D No 1
Light Pillars 3D Yes 1
Sound Asset List
Asset Type Description Variations
Background Noise Dripping, Wind sounds, mysterious dungeon noises 5
Steps Noise Boots on stone, boots on grass 2
Ambient music Music Calm music in the background 1
Title music Music Music for the Title Screen/ Main Menu 1
Opening door Noise Sound when door is opened 1
Closing door Noise Sound when door is closed 1
Pressing pressure plate Noise Sound when pressure plate is pressed 1
Talking/Mumbling Talking A mumbling noise when a character talks 1

Dev logs

Marlene Steiner

14th April 2022

Reference sheet

Rough 2D draft of the main character in Clip Studio Paint. Prepared a front-, back- and sideview for the 3D artist. Included most of the traits the team decided on beforehand and color references.

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.

Thorsten Waigmann

9. April 2022

Implemented a script to open/close doors and move objects back and forth

12. April 2022

Implemented a Titlescreen and Pause menu with settings

13. April 2022

Implemtend a soundmanager with basic gamesounds

14. April 2022

Implemented a celshader