Table of Contents
Short Summary
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
ACTION COMBAT 3D PLATFORMER HACK 'N' SLASH ENDLESS
Target Audience
We are targetting release platforms in this order:
- Steam/PC first (core market, easy to ship)
- Nintendo Switch (play on the go and clear demand for this type of title)
- Other console (PlayStation/Xbox) only if reasonable from cost/time perspective
Moodboard
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.
Gameplay Loop
Controls
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.
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 |
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
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 |
===================================================================
Test Area
Gallery test
|
There are no images attached to this page. |
I like cheese! I like cheese! I like cheese! I like cheese! I like cheese!
Click here to expand...Test
I like cheese! I like cheese! I like cheese! I like cheese! I like cheese!
===================================================================