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Game: Name to be decided. We need a name :/ (something about light vs dark). General Gameplay. 3 rd Person Platformer Main focus is the use of light to combat shadow enemies. Two time phases in the game. Day and Night
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Game: Name to be decided We need a name :/ (something about light vs dark)
General Gameplay • 3rd Person Platformer • Main focus is the use of light to combat shadow enemies. • Two time phases in the game. • Day and Night • Day time should focus on item collection, exploration, and investigation. • Night time survival, combat, and I suppose more investigation?
Gameplay Cont. • Between the day and night phases, there will be a setup mode. • This could be changed so that you can perform a setup anytime during daylight hours. • The setup mode will go into a top down Sims camera angle. • During this time, you can place lights or other items from your inventory around the map for convenient use at a later time.
Day vs Night • The daytime should be filled with bright warm colors. • Night time should be gloomy • (blues, purples, blacks). • There will be scattered lights which will provide a warm glow that penetrates darkness.
Environment • The game will take place in a suburban neighborhood. • For convenience of the demo, we’ll start off in cul-de-sac so that we don’t have to use an excessive amount of “invisible walls” • Maybe 3-5 houses. • Houses could have sheds, attics, and/or basements • These places might hold clues or tools.
Characters • Young boy around 8-10 years old. • Is terrified of the dark (for good reason) • Is extremely timid (think Courage the Cowardly Dog) • There might be generic looking neighbor npc’s during the day. • Mother works at night • Thus explains why he can run around at night without anybody really caring.
Enemies • “Shadows People” • Have human-like forms. • Similar to the “Nulls” from Dennou Coil
More on enemies • Enemies could be completely flat • Kind of like paper • Think of that evil guy from Roger Rabbit
General Info on Assets • Game will be cel shaded. • Textures don’t have the be extremely detailed, since a lot of detail might be lost due to the shaders. • Assets are fairly low poly. • Props anywhere from 100-800 triangles • Character 1000-3000 triangles • These are just rough estimates at the moment. These will fluctuate as we get closer to completing the graphics engine.