Tenebrae 2D Game Pitch By: Kelly Katarzis and Brandon Leon.

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Presentation transcript:

Tenebrae 2D Game Pitch By: Kelly Katarzis and Brandon Leon

Story Children have wild imaginations, which can sometimes produce scary dreams. The story begins with a young boy sleepily lying in bed with his favorite stuffed monster toy. The night is eerie, and he falls asleep watching the shadows of the trees dance outside his window. He next finds himself in a dark forest, costumed as his favorite stuffed toy.

Appearance 2D side scrolling with emphasis on creating an immersive environment All custom painted graphics Parallaxing backgrounds to give each level more life Lighting changes based on player location Phantom/Ghost-like enemies

Player Roles and Actions Player controls the boy in his monster costume Will be able to move left, right, jump, and perform various skills that will be acquired throughout the level Puzzle solving

Strategies and Motivations Adventure puzzle genre, similar to games such as OddWorld: Abe’s Oddysee No direct attack abilities available to the player Enemies are defeated through solving puzzles Defeating enemies will reward players with defensive skills to further progress through the level

Level Summary/Story Progression The game takes place in the forest The forest contains enemies and a cave As the player progresses, the level will become darker Rather short due to time limitations

Concept Art - Levels

Concept Art – Levels (continued)

Concept Art – Enemies

Hardware Will run on desktops and laptops with a web browser Gameplay will primarily use the keyboard – Mouse features may be implemented Integrated soundcard and speakers are recommended Touch capabilities for mobile devices will not be supported

Software Will run on a web browser that supports HTML5 All development is being done in Construct2 and all art is being created in Photoshop CS6

Algorithm Style - Environment General platformer physics (moving left, right, and jumping) Bitmap art is handplaced and repeated throughout the world for efficiency Collision rectangles placed behind art to simulate solid ground or objects Invisible checkpoints used to fire off certain events when the player moves over them such as lighting, save points, music, or enemies

Algorithm Style – Enemy AI Enemies will inherit some physics attributes such as rolling or possibly bouncing Enemy AI will utilize pathing patterns, line of sight, and player pathfinding

Algorithm Style – Game Progression Display the title/menu screen Loop the game until victory is achieved or the player quits Display the ending scenario and run credits Return to the title screen

Questions or Comments?