Difference between revisions of "Main Page"
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== Vision Statement == | == Vision Statement == | ||
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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. | 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. | ||
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== Quick Info == | == Quick Info == |
Revision as of 16:05, 21 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 [CURRENTLY ONLY PLACEHOLDER!!!!]
Our Design Pillars, guiding our design process and informing our decisions are the following:
Fast paced Gameplay
The gameplay in our game will be fast and thrilling, focusing on the moment and the empowerment of the player.
Dual 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.
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.
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!!!!]
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