Week #1

Week #1 #

Project description #

Project name: Light Lethargy #

Code repository: https://github.com/fantom73d/evening-jam

A puzzle-platformer game with a fairytale setting, mixed with cyberpunk elements. Involves the paper-like artstyle, simple but intriguing mechanics, and a touch of light phylosophy. Lamps are significant and playable objects: player advances through the levels and interacts with the world by manipulating them.

Problem statement: create a game that provides an enjoyable and fascinating way to spend time with a creative but not overwlelming brain training and an easy-to-follow storyline.

Team Members #

Team MemberTelegram AliasEmail AddressTrackResponsibilities
(Lead) Dmitry Korletynu@fantom_73dd.korletyanu@innopolis.universityArt design, Game designTeam organization, art design, game and sound design
Lev Ivanov@Evolutionleoi.ivanov@innopolis.universitySystem architecture, Code, Game DesignCoding, making game design choices
Ulyana Yanovskaya@polsha_byakau.yanovitskaya@innopolis.universityNarrative design, Game designWriting plot and dialogues, working on game and sound design
Veronika Levashseva@fountainerv.levasheva@innopolis.universityNarrative design, DocumentationReports, writing plot and dialogues, sound design
Bulat Shigapov@blt326Rayb.shigapov@innopolis.universityArt DesignVisual art design

Brainstorming #

Ideas during brainstorming #

Main concept ideas (from fittest to less fittest ranked in descending order)

NameShort description
Light bulbs in the fantastic worldThe setting is focused on the idea of the manipulation with the light to solve problems: interesting and gives freedom for plot choices
Character is a robotCan integrate interesting mechanics involving the player himself
Character is a humanPeople more readily sympathise with other people
Gamification of Innopolis Bootcamp (totally different setting)Interesting but hard to implement everything + members of the team wanted to focus on the full game
Light affects colorsThe world is monochrome, which can be interestingly explained by some plot: in the usual world, the oblects reflect light and we see colors, in this, it doesn’t work
A tower like a playgroundHelps to see the progress with visual representation
Main character is the outsiderA natural scientist suddently gets into the fairytale-like world and firstly very sceptical about it; idea is okay but not really matches the cyberpunk setting with the lamps

Game Mechanics Ideas

NameShort description
Incandescent light bulbLight up the paper sheet that will burn out with time
Broken fragments of a bulbPlayer torns himself if he steps on the fragments (because the character is made of paper)
Bulbs of different powersExample: one lamp can power the lift but cannot turn on the drawbridge
De-energised worldThe whole world is freezed but the player can give life to its objects/inhabitants only temporarily by using lamps as accumulators
Screwed in light bulbNpc can become “revived”/active by putting a lamp in him/her
Broken lamp influence 1If the lamp is broken it leaks the energy and cannot be used forever
Geometry changesIf you insert the light bulb into yourself your hitbox is increased and you cannot get into small passages
Broken lamp influence 2A broken lamp inserted into a mechanism will activate it abruptly, with repeated ons and offs. Example: an elevating platform becomes a trampoline
Light mechanicsPlayer can light his/her way up with a light bulb

Brief market research / problem validation #

Puzzle-platformers are distinguished and widely played, as well as loved by the players for their authenticity and simple cognitive training. They also provide a solid ground for the indie developers with small teams and give the opportunity to focus on story telling and interesting mechanics.

Examples in the market

Renowned platformers:

  • Limbo by Playdead: very atmospheric with subtle but prominent social shadowing, interesting mechanics involved
  • Badland by HypeHype Inc: more dynamic due to its sidescrolling game process, puzzles with the world objects
  • Machinarium by Amanita Design: beautiful design with cyberpunk style, puzzles based on the mechanisms manipulations, similar to our project and also has paper-based arts

Games that also used light as a base for game mechanics:

  • Closure by Eyebrow Interactive: based on manipulation of light and shadows: player can use the object only if it is visible. Was innovative with this concept at its time and gained wide recognition
  • Candleman by Spotlightor Interactive: a player has to use light from a candle to pass the level, but it extinguishes after the time is up. Similar to our idea with a broken lamp and adds a possibility for timer-based quests

Basic requirements #

Target users and their primary needs #

Our target users are casual players without any specific background. We want our game to be fascinating for any ages: the puzzles should be understandable but not dumbed-down, and the story should be enjoable and provide the ground for light contemplation both for kids and adults. Our aim is to give our players a way to spend time with some intellectual stimulation and aesthetic pleasure.

As a side consideration, we want our game to be suitable for for avid indie games players through its inventive mechanics and original storyline. The users who seek something innovative and authentic should also enjoy the gaming process.

User stories #

  • As a casual player, I want to solve puzzles on my own and in adequate time, so I can enjoy the game and move forward.
  • As a busy person, I want to play for a short time session, so my mind is relaxed after a long day.
  • As a reader, I want to see the interesting plot and ideas, so I have something to think about.
  • As an experienced player, I want see new problems and design choices, so my game process is not repetative and boring.
  • As a visual content consumer, I want to see a beautiful art style, so I am aesthetically satisfied.

Initial scope #

  • Core mechanics
    • platformer with a puzzles-based advancement through the world
    • manipulation with light bulbs to interact with the world and solve logical problems
  • Art style
    • the arts resemble paper, probably with mixed digital and traditional works
  • Narrative and world setting
    • Fantastic world with cyberpunk and fairytale elements
    • Solid story with some logical conclusion (but with a possibility for further development)
    • Dialogues with npcs and text plates
  • Level design
    • Initially intended 15-20 minutes of gameplay
    • Several levels
    • Quick introduction to the mechanics

Tech-stack #

  • Code/engine: Gamemaker
  • Art: Aseprite, Photoshop, Krita
  • Docs: Google Docs
  • Presentations: Figma
  • Version control: git
  • Narrative: Google Docs
  • Team communication: Telegram

Something else you want to add #

If it possible, we would like to provide a new name for the project in Week 2. Also, we did not setup the Docker Compose since it is not suitable for our project specification.

Weekly commitments #

Individual contribution of each participant #

Confirmation of the code’s operability #

We confirm that the code in the main branch:

  • In working condition.
  • Run via docker-compose (or another alternative described in the README.md).

Plans for the Week 2 sprint #

Things to code #

  • the light bulb and the port for it
  • the basic movement
  • the sliding bridge
  • the dialogue system

Narrative and level design #

  • Write dialogues for the first level
  • Make up puzzles for the first level

Art #

  • Draw the main character and npcs
  • Draw the dialogue window
  • Draw the basic location elements

Organisation #

  • Video call to brainshtorm and agree on the first level content
  • Write report for week 2