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GDD Sound

Our approach for the sound design for this game is to make it whimsical. We plan to achieve this goal by recording all the sounds accapela.

General

  • ™Filetype: .wav
  • ™™File Quality: 44.1kHz

Player Sounds

  • Shooting
    • Different for each animal (need 5)
  • Movement
    • Different for each animal (need 5)
  • Going through door
  • Taking damage
  • Death
  • Reincarnation
  • Final death
  • Orb pickup
  • Ability activation

Enemy Sounds

  • ™Taking damage
  • Death
  • Shooting
  • Animal sounds

Global Elements

  • ™Orb glowing
  • Cavern ambience
    • dripping
    • wind
    • echoes?

Splash Screens and/or Cinematics

  • ™Ambient Music
  • Menu music

Menus

  • Button selection
  • Button traversing
  • Start game

 

DevBlog

Level Design

World Description

Due to the crime that Jum has committed against animalkind that has been put on Jum, he must seek repentance by entering a cursed cave. In this cave, he finds an array of animals that he must defeat to get rid of the curse. All the levels in Jumgeon will take place in a cave-like-dungeon. This means that it will be dimly lit and have a stone and rock appearance. Since Jum is in this cave, there is no sense of time or change of environment over time. You are within a cave, there shouldn’t be much weather problems.

Environmental Narrative

The main “terrain” in these levels will be the walls, doors, holes, and pillars. In terms of story, we are thinking of implementing elements of environmental clues such as corpses, paintings, stretch marks, etc. In the first room, there will be a corpse for player to examine where the they will find the first Repentance Orb. Later on when the levels are procedurally generated, the player will get more Repentance Orbs which perpetually the narrative. Progression through the levels means experience the story.

First Five Levels (Gameplay)

The first life that the player will experience is more linear. This is to five levels help the player learn how to move, shoot, interact with the Repentance Orbs, enemies, and changing level layouts before they are introduce to the reincarnation mechanic.  

  1. The game will start with the player in an empty spawn room (15×15). There be one repentance orb next to a corpse. Then the player will move to the next room.
  2. This is the first room with enemies in it. The enemy type is the first enemy that the player will be reincarnated as when they die for the first time. The purpose for introducing and enemy in this room is to introduce the player to the combat mechanics. This will be a basic 15×15 room and 2-3 enemies. The player will exit this room
  3. This room will be an expansion of the 15×15 room, having a different layout with the same number of enemies as the previous room.
  4. The player will be introduced to the larger 30×30 sized room with more enemies of the same type.
  5. This will be an expansion of the 30×30 room. A new enemy type will be introduced. Only this enemy type will be present in this room. This room layout will be random but will have the two enemies that have been seen so far. 

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General Level Flow

Since this game is comprised of relatively small levels, the flow is similar across them all. The player must defeat all the enemies in order to move to the next room. The challenge in each level will vary as there will be multiple enemies. The game will scale in difficulty by changing the enemy spawns per room and the damage dealt by the enemies. Our game is mainly flat except for the walls, pillars and holes.

Opening Scene

The opening scene would be before the start menu. It will show two images of what happened before Jum enters the gave. The first image is Jum in the forest holding a knife over a creature of light — the Alanimal. The sky is light not a cloud. The next image will be of Jum stabbing the Alanimal and then the darkness looms. Lightning in the background, maybe wind.

Sound

Some of the environmental sounds will include: water drops, wind, echoing ambient sounds, the opening/closing of doors. The other sounds will be related to the player dealing and taking damage. The music have a soft, dark tone so that it does not overpower the sound effects and aids in setting the scene.

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Game Flow

Combat Flow

The first life that the player will experience is more linear. This is so they can get a better understanding of the game before they are reincarnated with new abilities:

  1. The game will start with the player in an empty spawn room (15×15). There be one repentance orb. Then the player will move to the next room.
  2. This is the first room with enemies in it. The enemy type is the first enemy that the player will be reincarnated as when they die for the first time. This will be a basic 15×15 room and 2-3 enemies. The player will exit this room
  3. This room will be an expansion of the 15×15 room, having a different layout with the same number of enemies as the previous room.
  4. The player will be introduced to the larger 30×30 sized room with more enemies of the same type.
  5. This will be an expansion of the 30×30 room.
  6. The room size will be random. A new enemy type will be introduced. Only this enemy type will be present in this room.
  7. This room layout will be random but will have the two enemies that have been seen so far.

After the first death:

  1. The player will spawn in a spawn room. There will be no repentance orb this time. On the HUD, the ability bound to the “E” key will change to signify that they have a new ability.
  2. Puzzle?
  3. From here on, the rooms will be random. This means the size and layout will be procedurally generated along with the enemy types.
  4. For every 3 rooms cleared, the difficulty will increase by spawning more monsters or increasing the spawn rates for more difficult enemies.

 

Narrative Flow

  1. The player will spawn in the first room. There will be a repentance orb. If the player chooses to pick it up, there will be a text box saying something about how he starting to repent. As they progress through their first life, there will be no other repentance orb drops.
  2. The player will die and be reincarnated as a new animal.
  3. When the spawn, there will be
DevBlog

GDD Character

Physical Features

  • Strong/muscular
  • Young
  • Ugly
  • Hairy
  • Short

Character Traits

  • Selfish
  • Arrogant

Jum does not change that much in his journey. He starts out selfish and arrogant and it is his demise. While going through the dungeon, he keeps killing animals, so he doesn’t overcome this character traits.

Backstory and Personality

Jum belongs to a tribe where he is a hunter and a zoosadist. Jum loves to kill animals in cold blood. One day he kills the holy Alanimal. As punishment, the tribe shaman orders Jum to go to his cave and retrieve some shit for an important ritual. Without knowing that the cave is cursed, Jum enters. The game starts.

Jum is in the cave and he hears a voice:  “For your crimes against the animal kingdom, you are cursed with their pain.”

Jum is not the smartest spear in the spearshed. He is young and his arrogance masks his idiocy. He is willing to follow orders when it benefits him. Jum especially likes to do this when it is a chance to show his egoist superiority. He has a respect for humans but is emotionally unfeeling when it comes to animals, which is why he spends his day hunting for sport, leaving a trail of dead animals in his wake.

Plot/Story

Jum enters the first room in the dungeon. When he gets killed, he spawns as the animal that killed him, inheriting their movement and shooting abilities. The enemy then changes to a new animal. When they die for the last time, the game is over.