Design - LuketheName56/creatures-of-the-night GitHub Wiki
Light is the main way to get the player's attention of where to go. Beginning sections are lighter (have ambient light).
The environment should: tell the player where to go, highlight or hide artifacts, and tell the narrative/theme.
Guidelines:
non-light attention grabbers: size, color: contrast & saturation, movement, particles. Devices of framing: stalagmites, foreground plants, darkness. Assets: top of platforms/interactable should be simple, clear, attention grabbing. For COTN, the attention grabbing assets will be lighter.
The main narrative is about xenophobia and religious-rewriting. Emotions: betrayal, panic/survival mode, desperation, insanity due to isolation, darkness, and corruption. as the player, with no memories, you are curious, filled with wonder about a strange land. These emotions contrast the dark themes of the narrative. You will learn to see yourself in the narrative as you progress, both through recovering your memories and understanding the Divine Beings' historic role in this world.
Design sections: I Exploration and Wonder II Mission: Recover Memories, find insanity III: Escape, Determined, Darkness reveals itself more and you understand now. IV: Extremity: Grace, Prophecy, high society, community bound, intelligent, sane. V: Preparation, Movement, Together, Hope VI: Final Battle.
Stage II end: You find a statue of a Devine being with a sword stabbed in it. The creatures here are resentful, and you understand why.
Finishing Touches: Grass moves when walked on. Enemies explode with particles similar to their color & texture (when slain). Pulsating VFX for secrets.