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Labyrinth of the Elements

Labyrinth of the Elements

Created by Spencer Thomas

Table of Contents

Table of Contents                                                

Game Introduction                                                                            2

- Story 

- How to play 

Artwork (Design)                                                                               3

- Technical Requirements 

- Heads-up Display

Characters

- Main Character 

- Bosses 

- Level Design/Flow

Metrics                                                                                                4

Marketing                                                                                           5

- Target Audience/Platform

Assets/Systems needed                                                                   6

- Programming 

- Design 

- Art 

Reference                                                                                           7


Game Introduction

Genre
Single-player puzzle platformer
GamePlay
The player will work their way through various puzzle rooms to ultimately escape the structure they are imprisoned in. Each level has a boss at the end that stops the player from moving to the next level. Players will use puzzle and platforming elements to escape each puzzle room and advance to the next.
Look and Feel
The labyrinth's central area has a very neutral look while each of the 4 paths take after an element (Water, Fire, Air, Earth). A mythical/imaginative mood envelops the game. Each level set will have it's own unique look and feel to it.

Story

For fear of the potential effect to humanity, Zilo the Wonder has been trapped in the Labyrinth since the beginning of time. This elaborate prison is meant to keep the smartest mind to ever exist to from escaping, and now it will be put to the test. The door to the Labyrinth is locked by the lifeforce of four Guardian Deities whom stand in Zilo's way. These gods, once Zilo's friend, is now her Warden. It's time to see the outside 

How to Play

The player must solve all puzzles and defeat the 4 Guardian Deities to beat the game. Various switches and other  interactable elements will be used to solve puzzles. 

Win conditions : Finishing a puzzle / Finishing every puzzle / Defeating the bosses. 

Lose/Fail conditions : Dying 

Controls: 

WASD - Character movements 

Spacebar - Jump 

Interact - E

Attack - Mouse left click


Technical Requirements

Flowing water 

Moving fire 

Wind

Heads Up Display (HUD)

Minimal HUD (Indicator that a checkpoint or puzzle has been solved instead)


- A health bar for enemies will appear above their head

- Players will have a health count in the top left of the screen 

Characters

Main character - Zilo the Wonder. A boy who was deemed to have the smartest mind as foreseen by the Gods. Locked in The Labyrinth for the sake of keeping humanity below the power of Divinity. Guarded by the 4 Guardian Deities 


Water Guardian - Deity of Water, found at the end of the Water path

Fire Guardian - Deity of Fire, found at the end of the Fire Path

Air Guardian - Deity of Air, found at the end of the Air Path 

Earth Guardian- Deity of Earth, found at the end of the Earth Path

Main Character

Zilo the Wonder 


Absolver review | PC Gamer

Level Design/Flow

The player will begin in a starting room with an elevator going down to the main hallway. From the main hallway, the player will continue to the central area of the Labyrinth where the main exit is first seen (with 4 locks). The player must go down each of the 4 diverging paths to unlock the main exit. Each path leads to another room with 3 more diverging paths that lead to puzzle rooms. After completing each puzzle, the elevator in the middle will unlock for the player to enter a boss fight below. Defeating a boss will unlock one of the locks on the main exit. 



Sketches:





Metrics

Player Metrics: 

Player will have 100 health 

Any damage will take 10 from the player 

Checkpoints or completed objectives will restore health to full 

Player can do 20 damage per attack 

Speed = 4


Player States: 

Idle: Player standing still not doing anything

Moving: Player running or walking in any direction

Jump: Jumping animation that will allow the player to gain some height

Attack: Player uses his attack to damage enemies 

Damage: Player flinches when damaged 

Death: When health reaches zero, the player falls to the ground. 


Enemy metrics (Bosses) 

Enemies will have 400 health (20 hits to beat) 

Attacks vary per boss and will be TBD (AOE attacks)

Bosses will have little if not any movement. 


Enemy States: 

Idle: When player is dead, the enemy boss will stop moving 

Attack: Boss will release their AOE attack 

Death: Boss will fall back, indicating they are dead. 


Target Audience/Platform

Platform: 

PC 

Audience: 

12+

Anyone who enjoys puzzles and platforming 

Programming

Scripts: 

Environmental damage (burning/drowning (damage over time) and fall damage)  

Scripts for each bosses attacks

Script to require 4 bosses to die to unlock the exit door (Unlock 1 lock after each boss dies) 

Script to require 3 puzzles completed to unlock elevator to boss 

Checkpoints and death 

Player and Enemy damage 

Player and enemy health 

Scripts to play elevator animations 

Scripts to play lock animation when player returns 

Functionality for GUI 


Design

Structures: 

- Starting room

- Hallways 

- Central area

- Boss rooms 

- Puzzle designs 

- Puzzle main area 


Concepts:

Title Screens 

Main menu

Death screen 

Victory 


Art

(Anything not able to be made will be sourced from the Unity asset store)

Wishlist: 

Boss models (4 models for the respective element) 

Particle Effects for boss attacks 

Character model (Unity store) 

Various artifacts 

GUI

Locks for exit 

Exit door 

Textures 

- Flowing textures for Water, Fire, Wind

- Dungeon textures for labyrinth 


Reference

Reference Images and Inspiration :

Glimpse Into Utterdark by M0AI on deviantART | Fantasy landscape, Fantasy  setting, Fantasy

Dungeons - Ashes of Creation Wiki

Ralin - Dwarven dungeon - Chest room, Thomas Ripoll Kobayashi on ArtStation  at https://www.artstation.com/ar… | Dungeon, Scenery background,  Environment concept art



Death from environment 


Pressure pads/trigger


Multi-trigger: 


Heavy Trigger: 


Camera: 

The Legend of Zelda: Breath of the Wild - screenshot galery | GoNintendo