Emission Impossible
Team members: Aron Eric Miljan, Jaanus Arukask, Michael Davõdovski
Milestone 1
Short description
The game is a survival-RPG. After the main storyline is complete the player is free to roam the world and complete any side quests he/she fancies.
General goals in the game are to firstly survive and secondly to progress. Progression is measured in quest completion, but certain main storyline quests need certain items so they can be completed.
Firstly, the player will be upgrading their lightsource. Once the lightsource is upgraded to the maximum and the fog of war disappears, the player will have to upgrade their gear to meet radiation standards deeper into the game.
Prologue
The Sole Survivor (name chosen by the player) is a deadbeat alcoholic in his 40’s. He lived in a village called Alventa, where the main employer was Alventa Mining Co. One day after an ill-fated bar fight he wanders into the forest, surrounding the village, drunk off his mind. He stumbles and falls, with the fall knocking The Sole Survivor out for the night. When the Sole Survivor wakes up, he can’t see a thing. Whole area around him is pitch black. He gasps and wanders if he lost his sight. Ravaging through his pockets in pitch black darkness he finds his trusty bullet-shaped lighter, which he uses to illuminate the area around him slightly.
To his surprise he doesn’t seem to be in the forest anymore, seems to be something more like a cave. Right beside him, on the wall, he finds an old torch. He successfully lights it with his lighter and proceeds to make his way out of the cave. As he clears the last rocks of the small amount of rubble blocking the presumed cave exit a bright light sparks up in the distance. The Sole Survivor doesn’t know what to make of it, as the only thing on his mind is to get back to his home village and cure his horrendous hangover.
The road to the village will be an obstacle, but not the toughest The Sole Survivor will encounter. The quest to find out what the mysterious spark in the middle of the clear night sky was, will be the true challenge.
Project plan
https://docs.google.com/spreadsheets/d/11FapUARd7Iae1auh4YeSHSUTfLqTrBK4juPvjQNMJA4/edit?usp=sharing
Color pallette description
Currently the game has temporary graphics taken from a free sprite website due to us not being able to finish custom textures yet.
Once we get our graphics in order the graphics will be 16-bit pixelart.
UI Mockup
Link to build
Milestone 2
What changed
A lot has changed since the last milestone. We scrapped a lot of features and changed course completely. Instead of being a thoroughbred RPG game it is now a puzzle game with RPG aspects. Combat as such is scrapped. Quests are scrapped. Storyline is scrapped. No dialogues as such will be present and our main focus will be the puzzles in certain dungeons.
What we did
- Inventory works, but UI for inventory doesn't
- Movement and rotation
- Enemy movement and rotation (also basic animation)
- Solid walls and doors
- Levers (triggerLever and OnOff Levers)
- Items that can be picked up
- Most of the UI
- Friendly NPCs
- Some other stuff as well
What we plan next
We plan to implement or complete the following points:
- Inventory UI, inventory item selection and inventory item removal.
- Goals/dungeons left to complete. Overall 5 dungeons including tutorial. After all of the dungeons are completed a final boss will spawn in the main area. To defeat him you will need to find an orb of destruction and use it near him. If you fail you will have to play again.
- More puzzle mechanics.
- Maybe more enemies
- Little tweaks to gameplay smoothness overall
- Add more sounds
- Add animation for main character and better animation for enemies (idle animation etc)
- UI Health
- Maybe an arrow pointing towards the closest uncompleted dungeon
- Better death
Milestone 3
(Write a summary of your third milestone, make sure that all requirements are met, add at least 1 picture about the current state of your game)
Add a link to your build