Difference between revisions of "Main Page"

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== USP's [CURRENTLY ONLY PLACEHOLDER!!!!] ==
+
== 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 ==
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== Art Pillars  ==
 
== Art Pillars  ==
 
Our Art Pillars, guiding our Art style are the following:  
 
Our Art Pillars, guiding our Art style are the following:  
 
 
=== Spooky Design in Sentrys ===
 
=== Spooky Design in Sentrys ===
 
[[Sentry]]<nowiki/>s create a threatening mood through posture and features.
 
[[Sentry]]<nowiki/>s create a threatening mood through posture and features.
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=== Fantasy Medival look in Enviroment ===
 
=== Fantasy Medival look in Enviroment ===
 
The levels are arranged within a dark, high tower.  
 
The levels are arranged within a dark, high tower.  
 
 
=== Low poly assets ===
 
=== Low poly assets ===
 
The polycount of any asset will be between 5000 to 10 000 polys.  
 
The polycount of any asset will be between 5000 to 10 000 polys.  
  
== Core Features ==
+
== Core Features ==
 
+
[[File:Core Loop .png|alt=|thumb|569x569px|The Core Loop]]
 
* Open doors by walking on or pushing [[Moveables|objects]] on [[Button|buttons]].
 
* 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 of the [[Sentry]] will close the [[doors]] when hitting the player.
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* Reset the level in case the player has made a mistake they can not correct otherwise.
 
* Reset the level in case the player has made a mistake they can not correct otherwise.
  
== Target Group [If need be] ==
+
== Team constellation ==
Here would be our Taget Groups
+
{| class="wikitable"
 
+
|+Team constellation
== Setting [If need be] ==
+
!Name
Here would be our Setting
+
!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
 +
|}

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