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SectionThis page acts as the game design document for the project
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Audio

The game uses Wwise as a middleware. Source assets are placed into Wwise and then events are created in Wwise to play the source assets. These events are fired by using Unity scripts.

The music is an emotional journey, capturing heated and exciting moments. It moves us from platform to platform and jumps when we jump.

Music References

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Software

The following software will be used to work on the project.

Game Engine

Unity 2020.1

Version Control

Perforce

Programming

Visual Studio Community 2019

3D Modelling

Maya

3D Modelling

3DS Max 2020

Texturing

3D Coat

Texturing/2D

Adobe Photoshop

Audio Middleware

Wwise 2019.2.2

Project Management

Miro

Documentation

Google Productivity Suite

Communication

Discord

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Test Area

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Gallery
titleGallery test

AnchorAnchortestAnchortest
Excerpt

Cheese
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titleClick here to expand...Test

Cheese
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Livesearch

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Team

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Table of Contents

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outlinetrue
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Short Summary

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English

The player finds themself in an overgrown mountain pass and has to jump down into the misty depths. Within the frosty air, the player starts to see walkable areas.

They want to jump down because the areas provide challenges that get progressively harder and reward the player with new weapons and abilities. Whenever the player dies they lose all their temporary progress and the run is finished (the game starts from the beginning). In several areas, the player is able to decide if they want to continue their run in the current world or stop the run and be able to start a new round with better starting conditions.

Moment-to-moment challenges define the core gameplay (combat, timed puzzles, movement segments). The game seeks to provide high replayability through unique player experiences.

Deutsch

Der Spieler findet sich in einem alten verwucherten Gebirgsriss wieder und muss in die nebeligen Tiefen herunterspringen. Es ist frostig und aus dem Nebel treten immer mehr begehbare Flächen heraus. Der Spieler will nach unten springen, denn er sichtet auf jeder Ebene eine neue Herausforderung. Diese Herausforderungen sind nie die selben und werden fortlaufend schwerer. Sobald der Spieler eine Ebene beendet hat, wird er mit neuen Waffen oder Fähigkeiten belohnt, die er im Kampf nutzen kann.

Stirbt der Spieler, verliert er all seinen temporären Fortschritt und der "Run" ist beendet. Wenn der Spieler an den gelegentlichen Punkt kommt, wo er sich entscheiden kann den Run fortzusetzen oder frühzeitig zu beenden, wird er für seine Mühe ausgezahlt und kann den nächsten Run mit besseren Startbedingungen beginnen. Das Coregameplay ergibt sich aus den den Herausforderungen auf den Inseln (Kampf, Zeiträtsel, Agility) und den Items, die neue Taktik-,  Movement- und Kampfoptionen ergeben. Das Spiel strebt einen hohen Replay-Faktor an und ist offen für potentielle Co-op Elemente.

Genre

Status
titleAction
  StatuscolourGreytitleCombat
Status
title3D Platformer
StatustitleHack 'N' Slash   StatustitleEndless 

Target Audience

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Target Platform

We are targetting release platforms in this order:

  1. Steam/PC first (core market, easy to ship)
  2. Nintendo Switch (play on the go and clear demand for this type of title)
  3. Other console (PlayStation/Xbox) only if reasonable from cost/time perspective

Moodboard

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Game Design

Priorities

  • Fast-paced movement
  • Fun Combat
  • Accessible Game Loop (easy to learn, high replay value)

Combat

The game features fast-paced combat. The player can employ aggressive and evasive maneuvers. The combat becomes interesting through different choices: there is no one strategy that always works.

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Gameplay Loop

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Controls

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Camera

Groundless uses a free-look third-person camera. The player can control the camera by using the mouse or the controller joysticks.

Why free-look?

Testing proved the game scenario yields many unexpected angles where players will want to look in different directions. A free-look allows players the freedom to control where they want to look.

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Free Cam explanation. Source anonymous.

Analysis

This section cover project analysis. This includes MoSCow, SWOT, and PESTLE analysis.

MoSCow Analysis

Must Have

  • Player Character
  • 3 Items
  • Simple Platform mechanics
  • Smooth Movement
  • One enemy
  • One map
  • Basic sound FX and music

Should Have

  • 3 Enemies
  • 10 Items
  • 2 Masks
  • Advanced sound FX and music
  • Basic tutorial

Could Have

  • More enemy types
  • In-game currency and items to buy 
  • Polished animations

Would not Have

  • Character customization
  • Online or co-op features
  • Procedural content
  • Multiple maps

Company PESTLE Analysis

Political

Economic

Tax policies could impact revenue negatively

Especially if distribution platforms such as Steam change their terms

We expect an upcoming economic surge due to current depression

This may impact sales positively

Social

Technological

Cannot be answered, no customers yet

Unity 2020 will improve the prefab-in-context workflow (faster environment creation)

Legal

Environmental

GDPR and Privacy Policies as well as AGB are relevant for the company

As a GbR no “Rücklagen” regulations apply

As a GbR, we carry the risk of personal liability

Weather, climate change, and pollution laws are expected to have minimal impact on the company's functionality

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Game Design Document

→ Download and play at Itch.io



Prototype Gameplay Video

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urlhttps://www.youtube.com/watch?v=IT0OmQnJ68I
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Team



Column
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User Profile
usercarsteng

Student ID2549017
Responsibility

Programming


Game Design

StrengthsLots of gaming experience
WeaknessesNot a morning person



Column
width10px


Column
width33%

User Profile
userabed

Student ID2547857
Responsibility

Creative Direction / Concept
3D Character

VFX/Particles

UserInterface

StrengthsIdea finding, Iniative
Weaknessesdistraction



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User Profile
usermax.freytag

Student ID2548474
Responsibility

Environment Concept

3D Environment

Project Management

VFX

StrengthsStructured
WeaknessesPresentations
Section

Project Plan

The project is structured into concept, production, alpha, and beta phases.

Elements such as characters will be worked on once during the alpha phase and again in the beta phase. This is done to minify the dependency risk (closer to agile sprints).

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