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(Design pillars added)
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* No A&B Bugs at Goldmaster
 
* No A&B Bugs at Goldmaster
  
== Design Pillars/Goals [CURRENTLY ONLY PLACEHOLDER!!!!] ==
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== 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 ===
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=== Flow ===
The gameplay in our game will be fast and thrilling, focusing on the moment and the empowerment of the player.  
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Finding the balance between player's skill and game's difficulty is one of our goals.  
  
=== Dual purpose Design ===
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=== 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.  
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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 ===
 
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!!!!] ==
 
== Art Pillars [CURRENTLY ONLY PLACEHOLDER!!!!] ==

Revision as of 16:10, 22 April 2021

Vision Statement

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.

Quick Info

Genre Puzzle Game
Perspektive Top down
Engine Unity 2021.1.1f1
Setting Dark Fantasy
Artstyle ???
Player Singleplayer
Age 12+
Platform Windows 10
Input KB+M
Av. Session ?? Minutes

USP's

  • Unique Genre / Setting mix

Project Goals

Main Goal:

  • ???

Sub-Goals:

  • No A&B Bugs at Goldmaster

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 [CURRENTLY ONLY PLACEHOLDER!!!!]

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

Post apocalyptical Atmosphere

The entire Atmosphere of the game will convey a dystopian, desolate feeling patterned after a deserted world with almost no biological life left

Efficiency

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.

Clear shape language

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.

Core Features [CURRENTLY ONLY PLACEHOLDER!!!!]

  • Fight against interesting enemies in an interesting arena
  • Measure your success with a high score increased by ever increasing combo counter's
  • Find secrets and alternative passages to master the arena

Target Group [If need be]

Here would be our Taget Groups

Setting [If need be]

Here would be our Setting