TONY CHEN
Luminous Adventure
June 28, 2019
Summary
A Luminous Adventure is a top down adventure shooter game where the player must purify evil to bring back light
Format
Game Engine: Unity 2D
Team Size: 4
Development Time: Two days over the course of a Game Jam
Design Goals
To create a game around the theme of "Journey".
Roles and Tasks
Creative Director: Cordinating group tasks and conveying vision for the game.
Lead Designer: Bring forth ideas and create unique mechanics for the game.
Programmer: Game functionality, UI & menu functionality, player capabilities.
Design Implementation
The game is set in a supernatural society where light is being enveloped by darkness. You as the player, must go on a journey to return light and defeat darkness. The original design of the game was kept simple with the player exploring and collecting light particles to return light back to the world whilst defeating enemies. But the gameplay just seemed too simple and boring. So, I decided to change how the enemies work. The enemies would roam around the world and when it spots the player, it would attack. But if the player would run away too far, the enemies would keep exploring the world but would also take light particles that would dim the lights even more. With that, it gives the player a reason to defeat the enemies rather than just roaming around collect light particles. When it was all complete, the game still felt that it was missing something. The player wouldn't have the feeling that the light particle is precious besides the fact it is a like replacement to health because when it reaches 0, the player dies and loses. So we made it that whenever the player shoots to attack an enemy, it would diminish the light even further since he is shooting light particles to defeat the enemies.
On the programming side, this was the first time I worked on lighting in a game. I first began testing with Unity lights and it just didn't seem right and at some points, just too bright. Since Unity didn't really have "2D" light and 3D light just didn't give the right feeling. I ended up using layer masks to represent light.
During this project, I learned a lot since the whole project was created over an online setting. Especially communication wise, there were some hurdles.
Downloads
Current Versions: Itch.io
Gameplay