Here we have an example of a ‘Split’ design document. This document will be used to illustrate the specific qualities of each split. These serve as mostly a guideline for the engineers to build functionality into the game. However, it also serves as a reference for the design team to visualize and to compare any future changes to.
The special functionality of the bone character is as follows: it can climb walls and crawl along ceilings. The character can use this to access areas that the other splits cannot. Bone can also throw a projectile that can be used to either cut rope, or press a button that is physically inaccessible.
The special functionality of the skin character is as follows: it can crawl along the ground, reducing its height and getting underneath things the other splits cannot. Skin can also glide, which allows for some interesting environment traversal, but also lends itself to some potential environmental mechanics that we will discuss soon.
The special functionality of the muscle character is as follows: it can jump very high, which allows muscle to reach elevation that the other splits cannot. Muscle also possesses the lift mechanic, which allows the character to grab specific objects, carry them, and then release them at a destination of their choosing. This naturally allows for some creative problem solving and potentially unique solutions. Muscle is also able to break through certain surfaces by use of brute force, gaining access to new areas. Lastly, muscle has access to push/pull mechanic. This enables the character to activate events that may significantly impact levels and even alter landscapes.
Next step in design:
Unique environment interaction
The design team is working on environmental elements: air, water, and fire. Each of the splits will interact with these properties in a unique way; for instance, skin will be able to glide further and with more control when it interacts with air. The air will get trapped underneath the skin, forcing it to stretch, and causing it to look and behave like a parachute.
Environment elements are still new and untested. The team is prototyping to figure out what the splits can and can’t do in order to make levels fun and challenging. We will have more updates on this system very soon.
This is our art style guide. We will be using this throughout the duration of our development cycle. All artists will be referencing this guide whenever they make a new asset for the game. This new asset will have to adhere to these guidelines, and if it does not, it will not pass the review process.
Early Character Concepting/Proportioning
The character’s proportions communicate a great deal. It is important that our character be accessible and realistic, but also humorous when he gets dismembered… instead of being gross. We will continue until we find the right balance.
UI Color Palette & Concepting
Here is some preliminary UI concepting. Mostly we are working with color and light, and seeing how it reads when compared to the character splits.
That concludes this week’s development diary. Thank you so much for being a part of our journey, and continue to check back regularly to see how the game progresses.