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Vision Document
- Daria Boudreau
- Sam Pham
- Jackson Whitacre
- Jeremiah Green
- Elias Olson
- Eric Kwon
- Miles Prinzen
- Carley Thompson
Project goals, our reason for making the game
The goal of creating Luminaria is to create an engaging, portfolio-ready indie game experience. By the end of the semester, we should have a brief playable demo that gives new players a taste of the story, introduces game mechanics, and hopefully entices them to want more. Every member of the team, whether they’re an artist, designer, or programmer, should be able to make contributions for Luminaria that they can show off in their own personal portfolios. We hope to create a game that provides fun and satisfying gameplay even with only simple mechanics, and is tied together with appealing environments, characters, and storytelling. The aim isn’t to reinvent the wheel or create an intensely complex game, but instead to give us all a chance to practice working on a game team environment for the first time and grow our portfolios.
Summary of the game experience
Luminaria is a platforming adventure game that follows the story of Aspen, a young moth who has found themselves trapped in an unfamiliar world in the aftermath of a great tragedy. Armed with only their trusty lantern lighter, Aspen must bring light to a dark world as they embark on a journey to find their way home.
Players will take control of Aspen as they navigate a 2D side-scrolling, fantasy forest environment, overcoming obstacles and meeting the other inhabitants of this world along the way.
Main game mechanics necessary for the core experience, listed in order of importance
- The most important gameplay mechanic, as Luminaria is all about platforming and trying to get from Point A to Point B.
- The player’s main movement abilities that they will use to traverse the environment are walking/running, jumping, and gliding.
- Movement physics heavily inspired by Gris
- Main character has limited flight, so players will not be able to free-fly throughout the levels, providing a challenge
- Instead of flight, the player can hold down the jump button after performing a jump to go into a soft glide or hover that will last a few seconds. This can help to cover large gaps or reach higher platforms.
- Main character is equipped with a lighter that can be used to activate lanterns and other light sources throughout the game.
- Lantern-lighting can be used to activate checkpoints and solve environmental puzzles to allow the player to make progression in the game.
- In order to power the lighter, the player will have to collect light orbs scattered throughout the environment.
- The main character will come across a few different characters as they make their way through the world.
- Conversations will be linear and simple, and serve to offer exposition and worldbuilding
- Characters can provide hints and warnings about upcoming obstacles