Week2-Design Doc

Game Title-Lunaro
Target Audience- ages 17-27
I believe that this a perfect age range to market this game towards. It has story and a theme that the player can really ponder about. People always want to make it towards their goal and obtain their desires and rewards.
Goal-  To catch their desire at first but then to escape this maze and if possible also capture their desire.
Theme based off (Invisible Cities)-
·         Zobeide
·         Cities and Desires
·         Pg 45
History of space/environment- The making of this city is a result of dreamers. These dreamers all have something in common.  The same dream of chasing something they would do anything for. They don’t really know what that something is but they just know they need it. So they gathered at this area compelled by there dreams and built a city based of the dream they all shared in hopes of trapping their ultimate desire from escaping them again. This is how Lunaro came to be.
Limitations- A beginning room a few long hallways and a few winding outdoor corridors ending at a final building where the main puzzle will be.

Start and Ending player emotion- Beginning with exploration and then the wanting of catching this object that runs from them. Ending emotion will be either capturing this object, the freedom of this dream maze or both.
Game Mechanics/Start-Finish-  The player will awaken in a room. After opening the door with a key they must find an object will appear and flee. The player will then be engaged to pursue the object going through some interior and exterior hallways. The object will go through the door of this building that the player will enter and a door that is locked will be on the opposite end. There will be a puzzle here that must be completed to grant the player access to the door. The puzzle will consist of retrieving some items that can only be obtained by getting through a jumping obstacle. Then the player will open the door to receive his reward.
The art style- Illustrative with many lunar influences on the environment.
  • Darker colors
  • Lighting will be dimmed with mostly soft lights and many shadows illuminating the players path
  • Illusionastic/realistic
  • Simplicity