GAME: NAME TO BE DECIDED We need a name :/ (something about light vs dark)

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Presentation transcript:

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  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 triangles  Character triangles  These are just rough estimates at the moment. These will fluctuate as we get closer to completing the graphics engine.