Deprecated Content - alexitsios/Calamity GitHub Wiki

https://github.com/alexitsios/Calamity/wiki/_Story-Bible-(depracated)

https://github.com/alexitsios/Calamity/wiki/_Episode-1---Level-Design-Document

https://github.com/alexitsios/Calamity/wiki/_Production

https://github.com/alexitsios/Calamity/wiki/_Code-Standards

https://github.com/alexitsios/Calamity/wiki/_Ink-Commands

Design Process

image

Old Loop

game loop Diagram

Locations under consideration

The following locations are under consideration, provided we proceed with creating two more episodes for the game, but should be ignored for now.

  • Warehouse: A room or series of rooms where supplies and materials are stored.

  • Library: A room where books, manuscripts, and other historical documents are kept.

  • Chapel: A room where religious services are held and where artifacts and relics are displayed.

  • Monastery Cells: Rooms where the monks or other inhabitants of the monastery would sleep.

  • Hallways: Connecting corridors that lead between different areas of the monastery.

  • Kitchen: A room where meals are prepared and stored.

  • Dining room: A big room where the meals are served in long benches.

  • Dungeon: A dark and damp area where prisoners were held.

  • Guest quarters: A place where visitors were received and accommodated.

Warehouse

The warehouse is a cramped and dimly lit space, with stacks of boxes and crates lining the walls. The air is musty and thick with the smell of damp wood and mold. The narrow corridors between the stacks are tight and claustrophobic, making it easy to get disoriented. It's clear that the warehouse hasn't been used in some time, as cobwebs hang from the ceiling and dust covers the floor. The only light comes from a few flickering bulbs hanging from the ceiling, casting eerie shadows on the walls. The sound of dripping water can be heard in the distance, adding to the eerie atmosphere. The limited space and close corridors make it easy for enemies to ambush the player.

Indicative Warehouse Items

  • Rows of metal shelving units
  • Wooden crates and boxes
  • Forklift
  • Pallets
  • Industrial lighting fixtures
  • Concrete flooring
  • Metal roll-up door
  • Dusty and cobweb-covered tools and equipment
  • Stack of old newspapers or documents
  • Rusty chain and lock
  • Pipes and ductwork on the ceiling
  • Warning signs and caution tape
  • Holes or gaps in the walls and roof.
  • Exposed electrical wiring
  • Stacks of empty and/or broken furniture
  • Piles of debris, such as broken glass or metal scraps
  • Maintenance equipment, such as a ladder or tool box
  • Pest control materials
  • Safety signs, such as fire extinguisher or emergency exit
  • Discarded personal items like gloves, hats, or shoes.

Indicative Warehouse SFX

  • Creaking and groaning of old wooden beams and metal pipes
  • The sound of footsteps on concrete floors
  • The sound of dripping water from leaks in the roof
  • The sound of rats scurrying around in the walls
  • The sound of gusts of wind blowing through cracks in the walls
  • The sound of a creaky door opening and closing.

Library

The library is a dimly lit room filled with rows upon rows of ancient books, their leather bindings worn with age. The musty scent of paper and ink permeates the air. The walls are lined with shelves reaching up to the high ceiling, each one stacked with books of various sizes and colors. A large wooden ladder on wheels sits at the end of one aisle, allowing access to the upper shelves. A long wooden table sits in the center of the room, surrounded by comfortable looking armchairs. A few oil lamps, casting a flickering light, sit on the table, providing the only source of light in the room. The floor is made of polished stone, and the room is kept cool by the thick stone walls. A door on one side leads to a small room where the librarian works, and another door on the opposite side leads to a balcony overlooking the courtyard.

Indicative Library Items

  • Bookshelves filled with ancient tomes and texts
  • Wooden reading tables and chairs
  • Dusty tomes and manuscripts
  • Rolling ladder to reach high shelves
  • Old maps and globes
  • Antique writing implements such as quills and inkwells
  • Oil lamps or candelabras for lighting
  • A large wooden reference desk
  • Microfilm or microfiche readers
  • A card catalog system for organization.

Indicative Library SFX

  • Soft footsteps walking on the wooden floor.
  • Pages turning and books being moved.
  • Echoing footsteps in the cavernous stacks.
  • The sound of rain or wind outside if the library has large windows.

Chapel

The chapel is a grand and imposing structure, its high ceilings adorned with intricate frescoes depicting scenes from religious texts. The walls are lined with tall, arched windows, through which shafts of light filter in to illuminate the space. The altar sits at the front of the chapel, adorned with a large cross and candelabra. Pews made of dark wood are arranged in rows facing the altar, and a pulpit stands to the side. The floor is made of smooth stone, and the air is heavy with the smell of incense. A sense of reverence and devotion permeates the space, making it a sanctuary of peace and solitude.

Indicative Chapel Item

  • Altar
  • Pews
  • Stained glass windows
  • Candles
  • Incense burner
  • Crucifix or other religious iconography
  • Religious texts
  • Choral music sheet
  • Organ or other musical instrument
  • Robes or vestments for priests or other religious figures
  • Confessional booth
  • Kneelers or prayer cushions
  • Holy water font
  • Statues or sculptures of saints or other religious figures
  • Chandeliers or other lighting fixtures
  • Tapestries or other decorative hangings
  • A pulpit or lectern for sermons or other speeches
  • Bells or other noisemakers used in religious ceremonies
  • Collection box for donations

Indicative Chapel SFX

  • Bell ringing
  • Footsteps on stone floors
  • Echoing of footsteps
  • Organ music
  • Rain or wind against stained glass windows
  • Candles or incense burning

Monastery Cells

The Monastery Cells are a series of small, cramped rooms located within the Monastery. Each cell is sparsely furnished with a narrow bed, a small wooden desk, and a single small window that allows for minimal natural light to enter. The walls are made of cold, grey stone and are adorned with religious iconography and scripture. The door to each cell is made of thick, heavy wood and is secured with a heavy iron bolt. The floors are made of rough-hewn stone and are often damp and musty. The overall atmosphere is one of discomfort and oppression.

Indicative Cell Items

  • Bunk beds
  • Small desks and chairs
  • Bookshelves
  • Wooden or metal doors with small windows
  • Simple religious artwork or iconography on the walls
  • Simple linens and blankets for the beds
  • Small personal items belonging to the monks who used to inhabit the cells, such as rosary beads or prayer books.
  • Small windows with iron bars
  • Simple lighting fixtures, such as wall-mounted candles or oil lamps.
  • Simple lockers or storage trunks for personal belongings.

Indicative Cell SFX

  • Creaking of metal or wooden cell doors opening and closing
  • Sound of footsteps echoing in the narrow cell corridors
  • Sobs or cries of despair
  • Sound of rats scurrying in the walls
  • Sound of a cell door slamming shut
  • Sound of a key turning in a lock
  • Sound of dripping water (could be used to create a sense of dampness and neglect)

Hallways

The hallways of the monastery are dimly lit, with flickering torches mounted on the walls casting long shadows across the stone floor. The walls are made of rough-hewn stone, with ancient tapestries and paintings hanging at intervals. The air is thick with the musty smell of age and the faint scent of incense. The sound of footsteps echoes off the walls as the protagonist makes their way through the twisting corridors, the only guidance being the occasional arrow carved into the stone pointing the way. The walls are adorned with frescoes and statues, some of them are depicting religious scenes, others are of the past Abbots of the Monastery. The halls are musty and damp, and the protagonist can hear the sound of dripping water in the distance. The feeling of claustrophobia is strong, with the high walls and low ceilings closing in on the protagonist. The light is scarce and the protagonist can only rely on the light of their flashlight to guide them.

Indicative Hallway Items

  • Stone or concrete walls
  • Wooden or stone flooring
  • Torches or dim lighting fixtures
  • Tapestries or murals on the walls
  • Archways or doorways leading to other areas of the monastery
  • Stone statues or sculptures
  • Iron bars or grates blocking off certain areas
  • Cobwebs or dust buildup in abandoned sections of the hallway
  • Holes or cracks in the walls or flooring
  • Staircases or elevators leading to upper levels of the monastery.

Indicative Hallway SFX

  • Echoing footsteps
  • Creaking floorboards
  • Distant chanting or prayer
  • The sound of doors opening and closing
  • The sound of metal gates being locked or unlocked
  • The sound of wind whistling through cracks or vents

Kitchen

The kitchen of the monastery is a dimly lit, cavernous room. The walls are made of stone and lined with shelves filled with pots and pans, jars of spices and dried foods, and other kitchen essentials. The floor is made of cold, hard flagstones, and there's a large fireplace on one wall where a fire crackles, providing the only real source of light. The air is thick with the smell of roasting meats and baking bread. In the center of the room is a large wooden table, scarred and stained from years of use. It's surrounded by wooden chairs, some of which have been pushed aside to make room for large pots and bowls of food. Along one wall, there's a counter with a sink, where a few monks are busy washing dishes. A door leads out to a small herb garden.

Indicative Kitchen Items

  • Large commercial oven
  • Stainless steel countertops
  • Industrial refrigerator and freezer
  • Various pots, pans, and cooking utensils
  • Kitchen knives and cutting boards
  • Large sink and dishwashing area
  • Prep tables and cutting boards
  • Shelving units for dry goods and non-perishable items
  • Walk-in pantry
  • Food storage containers
  • Industrial-grade dishwashing machine
  • Large industrial exhaust fan
  • Fire extinguisher
  • Stovetop and range
  • A pantry area with shelves of ingredients and food items.
  • A large table for food preparation
  • Industrial-grade mixer and blender
  • A large stockpot.
  • A table for staff to eat.
  • A dishwashing area with a sink and dishwashing machine.
  • A refrigerator and freezer for storing ingredients.
  • A fire suppression system.
  • A rack for storing pots and pans.
  • A set of knives and cutting boards.
  • A set of utensils for cooking.
  • A set of plates, cups, and silverware.
  • A set of industrial-grade oven mitts.

Indicative Kitchen SFX

  • Sizzling sounds from the stove and oven
  • The sound of running water from a sink or faucet
  • The sound of a refrigerator or freezer activating and deactivating
  • The sound of footsteps on tile or linoleum flooring.

Dining Room

The dining room is a spacious chamber, with rows of long wooden tables and benches arranged in orderly fashion. The room is dimly lit by a few flickering candles, casting long shadows on the rough stone walls. The smell of incense and burning wax fills the air, creating an eerie and oppressive atmosphere. In the corner of the room, a large fireplace crackles and pops, casting a warm glow on the faces of the silent monks who sit in contemplative silence. The walls are adorned with religious tapestries and paintings, depicting scenes of martyrdom and sacrifice. The only sounds that can be heard are the soft murmur of prayers and the clinking of metal cutlery. The door to the kitchen is ajar, and the smell of cooking food wafts through.

Indicative Dining Room Items

  • Large wooden dining table with matching chairs
  • Serving platters and dishes
  • Glassware and silverware
  • Cabinets for storing dishes and utensils
  • Large fireplace
  • Painted murals or frescoes on the walls
  • Chandeliers or other lighting fixtures
  • Tapestries or curtains
  • A sideboard or credenza for holding and serving food
  • A large kitchen window or skylight to let in natural light.

Indicative Dining Room SFX

  • The sound of a fire crackling in a fireplace (if present)
  • The sound of footsteps on the hard floor
  • The sound of a door creaking open and closing

Dungeon

The dungeon is a dark and damp area located deep beneath the monastery. The walls are made of rough stone and are covered in moss and mildew. The floor is made of cold, uneven flagstones and is slick with moisture. The air is thick with the smell of damp earth and mildew. The only light in the dungeon comes from dimly glowing torches mounted on the walls, casting long shadows and flickering light. The air is thick with the sound of dripping water and the faint cries of prisoners. The dungeon is divided into cells, each one with a heavy iron door and a small window, through which the prisoners can be seen and heard. The cells are damp, cold and infested with rats. The dungeon is a place of fear, despair and hopelessness.

Indicative Dungeon Items

  • Rusty metal bars on the cell doors
  • Stone walls and flooring
  • Torches mounted on the walls for lighting
  • Wooden or metal bench inside the cells
  • Iron shackles and chains attached to the walls
  • Staircase leading to the upper levels
  • Cobwebs and signs of disrepair throughout the dungeon
  • Rats or other vermin scurrying around
  • Water drip sound effect
  • Skeletons or other bones scattered throughout the dungeon.

Indicative Dungeon SFX

  • Echoing footsteps on stone floors
  • Creaking metal doors and chains
  • Distant screams or moans
  • Dripping water or faint plumbing sounds
  • Rats scurrying in the walls or floors
  • Occasional clangs or clatters, as if something is being moved around
  • The sound of a door being locked or unlocked
  • The sound of a door being opened or closed
  • The sound of a door being slammed shut

Guest Quarters

The guest quarters are located on the upper floors of the monastery, away from the main living areas of the monks. The rooms are sparsely furnished with only a small bed, a writing desk, and a simple wardrobe for storage. The walls are made of rough stone, and the floors are covered in plain, worn carpets. The windows are small and arched, letting in a limited amount of light. The atmosphere is quiet and contemplative, with a sense of isolation and detachment from the outside world.

Indicative Guest Quarters Items

  • Bed frames and mattresses
  • Nightstands
  • Lamps
  • Desks and chairs
  • Dressers or armoires
  • Wall decor such as paintings or tapestries
  • Window coverings such as curtains or blinds
  • Books or magazines for guests to read
  • Fresh linens and towels
  • Soap, shampoo, and other toiletries for guests to use.

Indicative Guest Quarters SFX

  • Creaky floorboards or footsteps to indicate movement within the guest quarters.
  • Ambient background noise such as birds chirping or wind blowing to add a natural atmosphere.
  • The sound of a door opening and closing to indicate when the protagonist enters or exits the guest quarters.
  • The sound of a fireplace crackling if the guest quarters have a fireplace.
  • The sound of a ticking clock if there is a clock in the guest quarters.
  • The sound of a window opening and closing if there are windows in the guest quarters.
  • The sound of light switches being turned on and off if there are lights in the guest quarters.