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CPSC 4160/6160: Milestone 1 Presentation�

Siddharth Pawar

CPSC 6160

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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

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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.

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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.

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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

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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.

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Entities – Player character

  1. Main character
    1. Behavior: move up, down, left, right with arrow keys
    2. Design: Simple circle with eyes
    3. Movement: animation will be blinking and eye movement in the direction the player is moving
    4. Input description:

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Entities - Enemies

  1. Light Agent
    1. Behavior: Will move around the level map in a path at an idle speed. The moment the player enters their light, they will immediately chase the player at high speed.
    2. Looks: Simple circles with light emitting from all or partial sides.
    3. Player will die upon contact with enemy. However, enemy will stop chasing if player manages to hide behind object that blocks light.

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Entities - Items

  1. Moveable Objects
    1. Behavior: Can be moved by player upon pushing them. Blocks light.
    2. Looks: Circular or rectangular. Thin border for indication
    3. Objects can be used to block light from enemies. Will move when push but will slow down over time. Player will have to carefully time and potion behind it to avoid the light.

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Entities - Level

  1. Moveable Objects
    1. Behavior: Immovable, blocks light.
    2. Looks: Rectangular in varying sizes. Thicker

border to indicate.

    • Walls are just the layout for the level. The

player has to hide behind them to avoid light.

  1. Exit Portal
    1. Behavior: Will transport player to next level
    2. Looks: Green and white circle

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Game mechanics

  • Flying: The core gameplay of "Dark Corners" revolves around flying, where the player controls Silhouette as they traverse various levels filled with walls, obstacles, and enemies. The player moves by using the arrow keys in any direction. Silhouette will move the same speed in each direction

  • Moving Objects: Players can move non-stationary objects by pushing them in the direction they want. Objects float in the pushed direction and slow down over time

  • Exit Portal: Each level contains a green and white portal the player must reach in order to continue to the next level.

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Game mechanics

  • Enemies: The Light Agents come in many colors: blue, pink, purple, and orange. Each type of enemy has varying speed, detection range, and movements. All enemies will immediately chase the player upon seeing them, and their speed is faster than the player. The player cannot defeat enemies and are forces to avoid them.

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Player’s mechanics

The mechanics of Silhouette involve

  • Flying around levels
  • Moving obstacles

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Modules

  • Game Manager (load/unload levels, state transitions)
  • Player Controller System (movement)
  • Light System (light distance, interaction with objects)
  • Enemy System (AI, patrolling, detection)
  • Collision Detection System (walls, objects, enemies)
  • Interaction System (movable blocks)
  • UI System (lives, indicators)
  • Audio / Effects System (sound, music, ambient)

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Software architecture

I plan on adding more details

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Timeline

  1. How are you planning to develop this game?
    • Add dates and objectives so you can accomplish Milestone 2: Game draft

Develop all the game mechanics by November 1st.

Spend rest of time until the project designing each level.

  • You should try to answer these questions:
    • What modules are going to be a priority?

The enemy and collision collision modules will be priority because of their relative complexity.

    • What module will be difficult to achieve?

The enemy module will be hardest to achieve because it requires AI.

    • What modules will be developed first.

The game manager and player control system will be developed first.