Oru - The Last Light of Rhekari - Game Design Document
Oru - The Last Light of Rhekari - Game Design Document
Oru - The Last Light of Rhekari - Game Design Document
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Introduction
Genre
Singleplayer, top-down adventure
Target Audience
The game caters to individuals who appreciate intense action intertwined with
exploration. It provides a moderately challenging experience, making it
accessible and engaging for a broad audience of gamers who enjoy dynamic
gameplay and the thrill of exploration.
Inspiration
Game One: The Mageseeker - A League of Legends Story.
Othercide is a horror tactical roleplaying game that inspired the creature designs
of our game. Key influences include the creature design work of Alexandre
Chaudret.
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Platform
The game is developed to be released on Windows.
Development Software
- Engine: Unity Version: 2021.3.33f1
- Pixel Art: Aseprite & Adobe Photoshop
- Concept Art: Aseprite & Adobe Photoshop
- Illustration: Adobe Photoshop
- Audio Middleware: FMOD Studio 2.02.13
- Music Production: Nuendo 12
- SFX Design: REAPER
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Concept
Gameplay overview
The player controls a wisp of light that must survive a journey through an open
world with the help of its own abilities in order to ultimately achieve essential
goals for winning the game. The player will encounter several enemies who will
attack them under certain conditions. Most battles can be described as wave
battles, where several enemies appear and attack the player at the same time.
Through the careful distribution of valuable objects, the player is encouraged to
explore the world to unlock powerful upgrades with the treasures and currency
they find to improve their chances of survival as the game progresses. The player
is only given a limited number of options when it comes to upgrades, so they have
to think carefully about which improvements are better suited to their play style.
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Primary Mechanics
Player combat abilities:
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Bolt Swarm Each time the player fires, a
swarm of small light bolts that
home in on enemies spawn
around the player.
Type Abilities
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Spreading Shadow Enemy type that moves towards
their target. Deals damage by
touch. Can duplicate itself. Slow
movement speed.
BOSS
Secondary Mechanics
Mechanic Description
Interaction System The Player can interact with NPCs and/or interactable
objects in order to upgrade abilities, purchase items and
trigger gameplay events.
Base Management The player spawns inside their base, which acts as a
safehouse. They cannot use combat abilities or take
damage inside their base. They can upgrade their
abilities and interact with NPCs or other objects.
Base Tower The Main Light Tower in the base has to be “fed” with
light essence in order to progress with the story. After
each essence the radius of protective light around the
base increases, giving the player a sense of spreading
light.
Light Essence Main resource to win the game. The player needs to
interact with Light Towers in order to obtain Light
Essence, which they will use to trigger the final boss
fight.
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engages in wave combat constantly without the ability to
fight back in order to force them to flee from the now
“unsafe” environment. The longer the player stays
outside of their base, the stronger the waves become.
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Art
Style
The primary style of the gameplay is pixel art inspired by classical fantasy rpg’s
with a small modern twist. The variety of colors in are kept to a minimum to sell
the idea of a corrupted world, slowly being consumed by darkness. A grim
aesthetic paired with bright instances of light gives the mood a dark tone with a
touch of hopefulness.
The Specific palette chosen for the bulk of the environment was Cyan Abyss by
Cabezinu. It's a dark color ramp with a bluey-green tint, tying all the outside world
together under similar colors. The town itself and the people do not follow this
light scheme, as they are not part of the spreading darkness.
Palette can be found at: https://lospec.com/palette-list/cyan-abyss
Environment Design
Environments will vary from Somber forests to vast ancient ruins. Each location
was crafted to evoke a sense of wonder and discovery. The environment has
visually distinct locations to help the player keep track of their whereabouts as
well as alert them to any potential shifts in the nature of their enemies.
Character Design
While human characters are not the main focus within the game, the villagers
have been designed to evoke a feeling of friendliness towards the player. They
are familiar townsfolk working to defend themselves from the spreading
darkness.
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The creatures of the shadows where designed to visually signify disfigured
almalgamations. Dark spiritual energy trying to become what they once were,
human spirits. Now forever lost to the will of darkness and the corrupted forces
behind it.
UI
Key UI elements such as health indicators, abilities, and their cooldowns, as well
as enemy health are kept very minimalistic to help reduce any clutter for the
player. This is a key decision as the player may become distracted with UI instead
of focusing on oncoming assaults by enemies.
Ability Icons:
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interact with a shopkeeper npc who will have their own visually distinct UI to help
breathe some life into the game.
Shop Keep UI & Items:
Audio
Drawing inspiration from “Hollow Knight” and “Ori and the Blind Forest”, the audio
design in this game aims for a blend of somber, magical, and electronically
infused tunes to complement its pixel art style.
SOund plays a pivotal role in shaping the atmosphere of the game. It oscillates
between themes of light and shadow, mirroring the contrast between the
protagonist, represented by a light orb emitting magical sounds, and the shadowy
creatures, characterized by unsettling and grotesque noises.
The soundtrack and sound effects work together to immerse players in a world
where the interplay of light and darkness fedines the environment. The aim is to
create an audio experience that enhances the narrative and aesthetic elements
of the game without overshadowing gameplay.
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Controls
Keyboard
• WASD – Moves the player
• Right Mouse Click – Light Nova Ability
• Left Mouse Click – Light Bolt Ability
• Spacebar – Dash Ability
• E – Interact
• ESC – Escape from Vendor UI
• Mouse – Player look
• Enter – Pause Game
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Development Timeline
100%
Test Scene Alpisala
100%
Player Input Jason
Character 100%
Controller Jason
100%
Enemy AI Alpisala
90%
Wave Spawner Alpisala
100%
Upgrade System Jason
100%
Interaction System Jason
100%
Camera Alpisala
100%
Shop Jason
100%
Main Tower Jason
Random 60%
encounters Alpisala
0%
Boss Alpisala
100%
Player Death Jason
100%
Visual FX Migor
Jason / 100%
UI Systems Migor
100%
Level Setup Migor
100%
MainMenu Jason
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Player Spawn 90%
System Migor
Migor / 90%
Light Tower Alpisala
Jason / 100%
End Credits Migor
100%
Pause Menu Jason
100%
Music Migor
100%
Sound Effects Migor
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