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Published byCorey Cobb Modified over 9 years ago
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GAME: NAME TO BE DECIDED We need a name :/ (something about light vs dark)
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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?
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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.
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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.
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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.
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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.
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Enemies “Shadows People” Have human-like forms. Similar to the “Nulls” from Dennou Coil
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More on enemies Enemies could be completely flat Kind of like paper Think of that evil guy from Roger Rabbit
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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.
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