Game Design Document
Guiding Light
Genre: 2D top-down strategy game
Game Elements:
- Turn on generators to illuminate the area and damage the poltergeist
- Hunt the survivors down from powering the generators, immobilizing them with the potergiest's dark magic
- Manage resources (battery power) to protect the players from an invisible poltergiest that is roaming around
Players:
3 players, 2 v 1 game
Technical Specs:
2D graphics pixel art
View:
Top down camera view/Split screen
Language/Engine:
Unity C #
Device:
PC. Xbox, Playstation, keyboard & mouse support
Gameplay:
The two survivors/brothers work together to find four generators in order given by the main generator in the middle of the map. While the brothers are working to achieve this goal, the poltergiest tries to hunt the survivors down by immobilizing them from reaching their goal. Upon powering all generators, the area begins to illuminate, damaging the poltergiest, whose weakness is light. Powering generators requires light source from the player's flashlight, which in turn can be used to stun and defeat the poltergiest. Consequently, the survivors must do this while managing their battery power to protect themselves against the poltergeist.
Gameplay Outline:
Story synopsis:
Two brothers venture off carefree into an abandon warehouse in hopes of obtaining paranormal research. As they begin to investigate the basement of the warehouse, they are blocked off by an unknown force, preventing them from leaving the basement. Cornered by this entity, the brothers must find their way out through the guidance of light.
Player Controls:
Move:
- WASD (Keyboard)
- Left Analog stick (Xbox/Playstation)
Dash:
- X button/Square(Playstation)
- Right shift(Keyboard)
Toggle light:
- Spacebar(Keyboard)
- Xbox (Y button)
Game Levels
Underground warehouse basement
Winning Condition/Losing Condition
Survivor:
- Damage the poltergeist four times from any light source via flashlight or powering up all generators. Flashing the poltergeist once, counts as a damage tick.
- Powering all generators temporarily illuminates the area and damages the poltergiest (counts as a damage tick)
Poltergeist:
- Immobilize:
Freeze the survivors in place, preventing them from moving and powering off their flashlight. If both players are immobilize, the poltergeist wins.
A survivor that hasn't been immobilize can shine their flashlight on the immobilized survivor allowing them to mobilize and move again.
Key Features
- Invisibility: The poltergeist player appears invisible to the survivors, but the poltergeist can see themselves and the survivors
- Reveal: light can reveal the location of the poltergeist and stun them momentarily
- Resource management: balance battery power to protect oneself from the poltergiest
- Obstruction: immobilize the survivors from reaching their goal of powering generators and powering the area
General Definitions
Cycle: A cycle refers to powering up four generators in order until it illuminates the area.
Toggling: refers to an on/off state for the flashlights on the players
Player Definitions
- Flashlight/battery source: each player is equipped with a flashlight and battery source that depletes on a 25 second interval.
- Preservation: Players can choose to cancel the battery life countdown by toggling their light on/off. Off stops battery depletion
- Replenish: restore battery power by powering recharge stations. Turning on four generators powers recharge stations
- Pep in Step: Unfreeze frozen allies by shining their flashlight to mobilize them
Player Rewards
- Recharge Stations: fully restore battery power once per cycle.
Game Flowchart
Get Guiding Light
Guiding Light
Status | In development |
Author | Orchid2247 |
Genre | Survival |
More posts
- Weekly Devlog 3 (Coding Compartment)Dec 12, 2023
- Weekly Dev Log 2 (Art)Nov 07, 2023
- Design DevLog(Week 3)Nov 05, 2023
- Digital Prototype MechanicsOct 31, 2023
- Weekly Devlog 2: Code CompartmentOct 30, 2023
- Design DevLog(Week 2)Oct 28, 2023
- Weekly Devlog 1: Coding CompartmentOct 19, 2023
- Weekly Dev Log 1 (Art)Oct 19, 2023
- Design DevLog(Week 1)Oct 19, 2023
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