CPSC 4160/6160: �Milestone 1 Presentation�
Siddharth Pawar
CPSC 6160
Game description
Name title:
Dark Corners
Genre:
2D puzzle / stealth
The player navigates through the game via two game screens: a level selection screen and a maze environment for each level
Game description
Game Objectives:
The game takes place in the Shadow World, a void dimension with citizens called Shadowlings.
The Shadow World has been overrun by monsters known as Light Agents, orbs that hunt and kill anything bathed in the light they emit.
All the shadowlings have been captured with the exception of one, a small shadowling named Silhouette.
Silhouette must navigate obstacles and levels, avoiding light agents to free the shadowlings and save the Shadow World.
Game description
Game Objectives:
Each level is a room with green circle door.
The player must traverse from start to goal
without being caught by enemies.
The player must use shadows and hiding
mechanics strategically to avoid being caught.
Solve layout puzzles (move objects, obtain keys, perform distractions) to open path.
Achieve increasing difficulty, with new light mechanics and enemy types per level.
Game information
Skill rating: 7+ year-olds.
The required skill to enjoy this game.
Any casual PC game enjoyer who can use arrow keys can play
Audience: Male and Females above 7 years old and older
Game references
This game is heavily inspired by the game Shadowess, a very small flash game I used to play on some website 10+ years ago. I had recalled the game much later, but I could not find it for several years. Only last month did I finally find the game again and, after a brief rush of nostalgia, decided to use it in my project.
Entities – Player character
Entities - Enemies
Entities - Items
Entities - Level
border to indicate.
player has to hide behind them to avoid light.
Game mechanics
Game mechanics
Player’s mechanics
The mechanics of Silhouette involve
Modules
Software architecture
I plan on adding more details
Timeline
Develop all the game mechanics by November 1st.
Spend rest of time until the project designing each level.
The enemy and collision collision modules will be priority because of their relative complexity.
The enemy module will be hardest to achieve because it requires AI.
The game manager and player control system will be developed first.