The Saviour Of Light

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

Team list and roles

Kareem: 3D Art

Thorsten: Programming, Sound

Raphaela: Project Management, Level Design

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

Jasmin: Story / Level Design

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 and overcome various challenges to get through the different levels of the game. 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 certain torches and light pillars is a key mechanic to progress in the levels. The right paths will be hidden in the darkness and need to be found. Torches need to be lit with the help of Lux, and already lit torches will be able to recharge Lux allowing the player to continue moving in the darkness.

Game Level Design

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.

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 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.
  • 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.



The Story

The world Regni Fotas is threatened by darkness. The Master of Darkness Traekul has taken residence in the Dark Fortress and rules over the world, destroying more and more of the light sources in Regni Fotas. Unable to just submit to the dark forces a guild of powerful wizards and brave warriors, called the Sotira Luxom, has formed to fight for their world.

Years have passed and the dark forces gained power, subduing the native folk and shattering the guild. The guild is believed to be died out, but is not true. In fact the guild has left the scene to regain power and plan the destruction of the threatening darkness. In the absence of the Sotira Luxom the resistance formed, taking up the fight the guild left behind.

The weakened guild is left with 3 elders and very few trainees. A successful assassination on the leader of the resistance leads the elders to the decision to take up the fight again and make a move against the darkness. They leave the trainees behind and make their way to the dark Fortress.

The main character, Lior, a trainee of the guild, gets worried, when the elders don’t return after weeks. He decides to go after them to find them. On his way he finds one of the elders wounded. He tells Lior that they were overruled by servants of the dark forces and the other two elders were taken to the dark fortress. The elder knows his live is fading and gives Lior a companion, Lux.

And so the hero of the story makes his way to the fortress to rescue the elders and free his world from the dark forces.


In the beginning of the game there will be an intro where the basic story will be told. The play starts when Lior arrives in the fortress and starts his adventure. During the game the player can pick up books, pieces of paper or talk to people to get to know more of the story.

Scribbles of all UI

Start Menu Draft
Pause Menu Draft
Speech / Interaction Draft
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.

Asset List

Asset List
Asset Type Animated Variations
Character Sprite 2D No 3-4
UI Elements 2D Yes 3
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
Lux Model 3D Yes 1
NPC Model 3D Yes 2
Dungeon Elements (Bars, torches, skeletons) 3D No 5+
Sign 3D No 1
Light Pillars 3D Yes 1
Glowing Plants 3D No 4
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. Drew a rough level draft and added it to the 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

Game Design Fundamentals: presentation

>The Saviour Of Light Presentation<