Wednesday, May 20, 2015

Executive Summary

EXECUTIVE SUMMARY

Plot Summary

       You travel back in time into a dungeon where you fight monsters. Light is your power and resource.
       Your choice at the end of the dungeon has consequences; it will affect which one out of the three endings you would get.

Objective

       Get through 3 dungeon, 9 levels to get to the end
       Each level holds a piece of relic; the relic helps you to get back home in the end of 9 levels.
       Dying in the game would cause you to lose a relic: one of the penalties.

This is a first person hanck-and-slash dungeon crawler game. The target audience are young adults who likes slower paced combat. It is also because of the blood and violence included in the game.

We chose to do this game as there are not many 1st person dungeon crawler in market. The choices you take affect the dungeon you’re in.

The core mechanics of the game are:

       Take in Light

       Kill Enemies and take their Light
       Makes monsters Larger and tankier while reducing the number of small monsters.

Or

       Death: Give out Light

o   You lose the Light you collected when you die.
o   Dungeon would be lit, and monsters will decrease however angels will descend and trys to eliminate you. 
o   Health will be cut to half
o   Speed increases, attack damages 

Radiance bar:

-       5 different light state
o   Dark, Medium dark, Neutral, Medium Light, Light
-       Determines how the player would have to play the game
o   Neutral state is what you start with without abilities.
o   In the "Light" state the player is a "tanky" character, has quite a good amount of health and much more damage than in the "neutral" state.
o   In the "Dark" state player becomes this "speedy" character. They are now faster, however, they only have half the amount of health you started with.


We are aiming for a more realistic sound design that has elements of a horror medieval era. Ambient music would be more preferred to be use.

The controls of the game are either the keyboard and mouse or controller.

Tuesday, May 19, 2015

Week 5

Week 5
SCRUM
Duration: 10min
20th May 2015

Topic: Week 6 Viva Presentation 

Joshua


·      Sounds (Melee, Door, Spells)
·      Player pref (Light, Dark, Med)
·      Lock Mouse
·      UI (optional)

Jonathan

·      Sword
·      Effects texture (eg. Dirty Wall)
·      Fireball fx
·      New Light & Dark Levels

Hui Ling


·      Shotgun (update)
·      Ceiling (one square)
·      Big Imp

·      Wall ver 2







Sunday, May 17, 2015

SCRUM: Week 4

Week 4

13th May

Scrum Meeting

Duration: 15min

Topic: Task for Week 5 presentation

Content: Build a section of the dungeon environment for show.

Joshua
  • Program other monsters
  • Patrol A.I


Hui Ling
  • Pillar & Wall Design
  • Weapon Design


Jonathan
  • Model Pillar
  • Texture Environment
  • Lights of Environment

Saturday, May 9, 2015

Week 3

Week 3

6th May 2015

Scrum Meeting

Duration: 15min

Topic: Task Assignment for Prototype Sprint

Joshua
Programming the mechanics of the game.

  • ·      A.I

o   Engage, Movement, Combat Behavior.

  • ·      Combat and Spells

o   Attacks and spell cast

  • ·      Light and Dark Versions


Jonathan
Base Asset Creation. Designing Level.

  •    Level Design 
  •  
  •   Light, Neutral and Dark Lighting Setup for Level

  •  Model For Door


Hui Ling
Creating Concept Art for reference.

  • ·      Walls

o   Pillars
  • ·      Door Designs

o   Door to the next dungeon
  • ·      Environment

o   Mood and Lighting for the basic 3 Light level

  • ·      Storyboard


o   Gameplay


Updates


More Updates: A.I Behaivors