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Global Game Jam (2021)

Unity

C#

Game, Ui, Level, Narrative design

I participated in the Global Game Jam together with two artists and one developer. The end result is a "Doom"-like platform shooter in a dreamy world, where the player tries to escape the darkest part of his mind by fighting the dark thoughts in his world. 

In this team, as the only designer, it was my task to take care of the documentation, interface, levels, and narrative. To ensure the most efficient workflow I have created multiple documents and with the assets, provided by the artists, I have created levels for the player to enjoy.

Design Document


Player Player-Movement

  • First person control
  • Move (W,A,S,D) with speed
  • Jumping
  • Space with jumpForce
Player-Abilities Shooting (From hand)
  • “Fire1”
  • If ammunition of selected ammunition-type > 0
  • Shoot selected projectile
  • Reduces ammunition of selected ammunition type (Currently 1) by shoot-cost (Determined by ammunition type)
  • “Right”-click
  • (Zoom/Charge aoe (Area of Effect) ?)
  • Change selected ammunition
  • Mouse-wheel
  • (Select-Wheel) (Q) (Maybe)
Player-UI Ammunition-bars: Presents ammunition amount (current/max-amount) (max-amount defined by ammunition type) (Health-bar (Depends on player feedback) Ammunition-types Overall:
  • Pickup
  • World
  • random type with corresponding collect-amount (Dropped) by enemies
  • Max-ammunition (Default: 255)
  • Ammunition-cost (Default: 1)
  • Fire-rate
  • collect-amount (Value depends on ammo-type)
  • Is-automatic (Default: false)
  • Projectile-speed
  • damage-amount
Ammo-type: Red Will damage enemy by (Medium fire-rate) Ammo-type: Blue Will (Freeze) enemies and environmental objects for freeze-duration (slow fire-rate) (Freeze)-functionality: First hit: Hit enemy is slowed my slow-amount Second hit: Hit enemy or environmental object will stop movement for freeze-duration Ammo-type: Green (fast fire-rate) Will increase a hit-count of hit enemy if hit-count equals hit-count-max (Explode) (Explode)-functionality: Decrease health of enemies inside of an explosion-radius by explosion-damage (Knockback) (Activate)-functionality: Certain (marked?) objects will do a specified action, when hit with this projectile. (Other concepts for ammo-type purposes) Activate environmental-object (Make platform move/Open door (Redstone)) Destroy environmental-objects (Red could destroy stones/doors) Move environmental-objects (Red pushes objects around) Repair environmental-objects (maybe green could create a tree?) Heal player (Green? Could be given by shrines or something (Nice memories?)) Push enemies (FUS RO DAH! https://www.youtube.com/watch?v=Bn40gUUd5m0 ) Stop enemies (entangle them?) slow down and stun Turn enemies into allies Enemy-types “Negative thoughts” (Dark Matter) Simple tutorial enemies Has max-health If current health < 0 -> (Death) Drops pickup-item Ai-moving: (Normal loop) Walk towards waypoint from array of waypoint with speed If reaches waypoint move towards waypoint of next index (Loops) (Player in area) If player in detect-area Raycast to player (Check if something between (Hiding) If “false” for detect-duration Return to (Normal loop) If “true” (Chase player) Enemy will move towards player with (chase-)speed If collides with player: If player has ammunition Reduces ammunition of player by damage If player has no ammunition (Game over) “Migraine” Quickly run from the player and throw stuff at him. Has max-health If current health < 0 -> (Death) Drops pickup-item Ai-moving: (Normal loop) Walk towards waypoint from array of waypoint with speed If reaches waypoint move towards waypoint of next index (Loops) (Player in area) If player in detect-area Raycast to player (Check if something between (Hiding) If “false” for detect-duration Return to (Normal loop) If “true” (Kiting player) (Kiting player)-functionality: if distance to player is smaller than danger-area move away from player until distance >= danger-area if distance to player is bigger than danger-area shoot projectile at player-location with fire-rate Projectile-settings: projectile speed projectile damage “Gluttonies” Area of Effect-debuffs Has max-health If current health < 0 (Death) Drops pickup-item Ai-moving: Stationary If player in debuff-range player.speed decreased by slowness-value (player cannot jump inside this area) “Mind-spikes” Trap-mine enemies (Lase, if touched will shoot itself toward player) “Flying thing” Airborne enemies that charge towards the player Environmental interactions “Quick-sand”-water / Lava (Liquid with negative effect) An area the player will either: slowly move-downwards and take damage at a certain level loses ammunition, while colliding This area can: (Freeze) (With visual confirmation) will have a negative effect (for freeze duration) “Moving platform” (vertical/horizontal) These platforms appear in one of two ways: Moves vertically Moves horizontally These objects can: (Freeze) Movement will stop moving for the freeze-duration “Activate platform” (vertical/horizontal) Stationary platforms These objects can: (Activate) Platform will start moving in one of two ways: Moves vertically Moves horizontally “Activate platform” (vertical/horizontal) Stationary platforms These objects can “Cages/Barrels” (Uses similar functionality as Ammo-type: Green) Appears as one of the colors (red,green,blue)(Ammo-type) Contains a cage-hit-count-value: If hit by any Ammo-type hit-count increases if hit-count equals hit-count-max (Cage-Explosion) (Cage-Explosion)-functionality: The explosion effect depends on its ammo-types: Red: Decrease health of enemies inside of an cage-explosion-radius by cage-explosion-damage Blue: (Freeze) enemies inside of an cage-explosion-radius Green: Will increase a hit-count of hit enemy in cage-explosion-radius by green-hit-count




Other documentation


"Settings"-list of values for the future level-design process as a guide-line for the developer: Link to excel-document "Asset"-list of particle effects as a guide-line for the artists: Link to excel-document




Level-designs


Tutorial-level: A level, which should give the player the option to try out the movement. It also awards the player with the first ammounition type to fight the enemies: Level: 1 A more vertical level. This will test the knowledge gained by the player in the previous level and also award him with the second ammunition type, which can be used against the new enemy type. Level: 2 The last level for this game, which will give the player a lot of ammunition with the new ammunition type in the start. The player will need to fight through two arenas of enemies, where the new explosive ammunition type can help a lot. (Test level) This is a level, which I have created to test the mechanics early during the weekend. In this level we were able to get a very first overview over problems of our current mechanics. It also gave the artists a good overview of what the levels should look like in the end and what assets are still required.




UI-Design


For the UI I went for a dreamy and corrupted look to make the color also point out in the interface: Design: In game: