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== Vision Statement ==
 
== Vision Statement ==
<blockquote>
+
  Candle Knight ist ein 3D stylized casual Puzzle Game, in dem die Spielenden sich durch dunkle Level voran tasten müssen. Dabei lösen sie die Kisten- und Schalterrätsel und tragen ihre Flamme bis zum Ziel.
  Candle Knight is a 3D low poly puzzle game, in which you travel through dark levels while solving box and button puzzles in order to get your flame to your destination.
 
</blockquote>
 
  
 
== Quick Info ==
 
== Quick Info ==
Line 19: Line 17:
 
|-
 
|-
 
|Artstyle  
 
|Artstyle  
|???
+
|3D stylized casual
 
|-
 
|-
 
|Player  
 
|Player  
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|Input  
 
|Input  
 
|KB+M
 
|KB+M
|-
 
|Av. Session
 
|?? Minutes
 
 
|}
 
|}
  
== USP's ==
+
== USP's ==
  
 
* Unique Genre / Setting mix
 
* Unique Genre / Setting mix
 +
* Player Headflame is the main narrative element (also used to identify yourself and orientate within the level).
  
 
== Project Goals ==
 
== Project Goals ==
Line 45: Line 41:
 
=== Main Goal: ===
 
=== Main Goal: ===
  
* ???
+
* A polished project with 5 to 10 levels.
  
 
=== Sub-Goals: ===
 
=== Sub-Goals: ===
  
* No A&B Bugs at Goldmaster
+
* No A&B-bugs
 +
* Average daily workhours under or equal to 8h per person
  
== Design Pillars/Goals [CURRENTLY ONLY PLACEHOLDER!!!!] ==
+
== Design Pillars/Goals ==
 
Our Design Pillars, guiding our design process and informing our decisions are the following:  
 
Our Design Pillars, guiding our design process and informing our decisions are the following:  
  
=== Fast paced Gameplay ===
+
=== Flow ===
The gameplay in our game will be fast and thrilling, focusing on the moment and the empowerment of the player.  
+
Finding the balance between player's skill and game's difficulty is one of our goals.  
  
=== Dual purpose Design ===
+
=== Multi purpose Design ===
To reduce overall design workload and it is our Goal to design features and problem solutions in a way that serves more than a single purpose.  
+
Focusing on reusing already existing content to reduce overall design workload and to design features and problem solutions in a way that serves more than a single purpose it is our Goal.  
  
 
=== Elegance in Simplicity ===
 
=== Elegance in Simplicity ===
 
As they say "less is more", and that is one of our core principles in designing for the game. Keeping solutions simple reduces complexity, fail points in the design and streamlines the review process.  
 
As they say "less is more", and that is one of our core principles in designing for the game. Keeping solutions simple reduces complexity, fail points in the design and streamlines the review process.  
  
=== Replayability is Key ===
+
== Art Pillars ==
Since the scope of our game is quite big we aim to get the most out of our designs and make the game replayable, thus decreasing asset load and focusing on reusing already existing content.
 
 
 
== Art Pillars [CURRENTLY ONLY PLACEHOLDER!!!!] ==
 
 
Our Art Pillars, guiding our Art style are the following:  
 
Our Art Pillars, guiding our Art style are the following:  
 +
=== Spooky Design in Sentrys ===
 +
[[Sentry]]<nowiki/>s create a threatening mood through posture and features.
  
=== Post apocalyptical Atmosphere ===
+
=== Fantasy Medival look in Enviroment ===
The entire Atmosphere of the game will convey a dystopian, desolate feeling patterned after a deserted world with almost no biological life left
+
The levels are arranged within a dark, high tower.
 +
=== Low poly assets ===
 +
The polycount of any asset will be between 5000 to 10 000 polys.
  
=== Efficiency ===
+
== Core Features ==
Regarding texture sizes, Polycounts and similar quantifiably measurements of the Assets in our game we keep to the rule of thumb:  as little as possible, as much as needed.  
+
[[File:Core Loop .png|alt=|thumb|569x569px|The Core Loop]]
 +
* Open doors by walking on or pushing [[Moveables|objects]] on [[Button|buttons]].
 +
* Line of sight of the [[Sentry]] will close the [[doors]] when hitting the player.
 +
* Line of sight can be blocked by [[moveables]].
 +
* Reset the level in case the player has made a mistake they can not correct otherwise.
  
=== Clear shape language ===
+
== Team constellation ==
We subvert expectations regarding the language of shapes and their meaning and communication to the player while keeping a focus on readability of our chosen Shapes and their language.
+
{| class="wikitable"
 
+
|+Team constellation
== Core Features [CURRENTLY ONLY PLACEHOLDER!!!!] ==
+
!Name
 
+
!Department
* Fight against interesting enemies in an interesting arena
+
!Specialisation
* Measure your success with a high score increased by ever increasing combo counter's
+
|-
* Find secrets and alternative passages to master the arena
+
|Paul Werzinger
 
+
|Game Design
== Target Group [If need be] ==
+
|Level Design
 
+
|-
== Setting [If need be] ==
+
|Alexandra Hahn
 +
|Art
 +
|VFX, Tech, Protocols
 +
|-
 +
|Anton Gößler
 +
|Art
 +
|3D, Teamlead
 +
|-
 +
|Julian Liefeldt
 +
|Art
 +
|3D, Character, Environment
 +
|-
 +
|Kevin Franke
 +
|Art
 +
|3D, Environment, Video
 +
|-
 +
|Valentin Ebel
 +
|Art
 +
|3D, Character
 +
|-
 +
|Zoey Bastian
 +
|Programming
 +
|Scrum Master
 +
|}

Latest revision as of 10:44, 30 July 2021

Vision Statement

Candle Knight ist ein 3D stylized casual Puzzle Game, in dem die Spielenden sich durch dunkle Level voran tasten müssen. Dabei lösen sie die Kisten- und Schalterrätsel und tragen ihre Flamme bis zum Ziel.

Quick Info

Genre Puzzle Game
Perspektive Top down
Engine Unity 2021.1.1f1
Setting Dark Fantasy
Artstyle 3D stylized casual
Player Singleplayer
Age 12+
Platform Windows 10
Input KB+M

USP's

  • Unique Genre / Setting mix
  • Player Headflame is the main narrative element (also used to identify yourself and orientate within the level).

Project Goals

Main Goal:

  • A polished project with 5 to 10 levels.

Sub-Goals:

  • No A&B-bugs
  • Average daily workhours under or equal to 8h per person

Design Pillars/Goals

Our Design Pillars, guiding our design process and informing our decisions are the following:

Flow

Finding the balance between player's skill and game's difficulty is one of our goals.

Multi purpose Design

Focusing on reusing already existing content to reduce overall design workload and to design features and problem solutions in a way that serves more than a single purpose it is our Goal.  

Elegance in Simplicity

As they say "less is more", and that is one of our core principles in designing for the game. Keeping solutions simple reduces complexity, fail points in the design and streamlines the review process.

Art Pillars

Our Art Pillars, guiding our Art style are the following:

Spooky Design in Sentrys

Sentrys create a threatening mood through posture and features.

Fantasy Medival look in Enviroment

The levels are arranged within a dark, high tower.

Low poly assets

The polycount of any asset will be between 5000 to 10 000 polys.

Core Features

The Core Loop
  • Open doors by walking on or pushing objects on buttons.
  • Line of sight of the Sentry will close the doors when hitting the player.
  • Line of sight can be blocked by moveables.
  • Reset the level in case the player has made a mistake they can not correct otherwise.

Team constellation

Team constellation
Name Department Specialisation
Paul Werzinger Game Design Level Design
Alexandra Hahn Art VFX, Tech, Protocols
Anton Gößler Art 3D, Teamlead
Julian Liefeldt Art 3D, Character, Environment
Kevin Franke Art 3D, Environment, Video
Valentin Ebel Art 3D, Character
Zoey Bastian Programming Scrum Master