A brave Wizard embarks on an adventure in an unknown and mysterious world, located deep in the mountains. With his intelligence and magical abilities, he must overcome challenging puzzles and face powerful enemies, while uncovering hidden secrets and making ethical and moral decisions.
As he increases his power, he faces increasingly difficult challenges in his quest to control magic and triumph in this exciting and mysterious world. Will he be able to achieve it?
[Stage 1] Prototype Part 1/3
Phase 1: Design
Global GDD (General Definitions)
Project Configurations
Workflow Definitions
GDD: Main Features
Phase 2: Development
Base Mechanics In Grid Map
Character Movements
Home Screen
Gameplay (3 Game Levels as Placeholders)
Main Application Flow
Core System
Experiments
Map
Grid Tiles
Movable Platforms
Map Construction and Tile Connections
Player Inputs
Object Movements
Base Project Architecture
Dynamic Objects:
Levers
Characters:
Main Character (Heroe)
[Stage 1] Prototype Part 2/3
Phase 1: Design
GDD: Features
Phase 2: Development
Cameras v1.0
Improving the Game Feel
Player Inputs
Generate GridMaps from configs data
Main Menu
Gameplay (Polishing 5 Game Levels)
Grid Map Tool v1.0
Chapter 1
Game Levels: 5
General
Collectibles
Skins
Gameplay
Grid Tiles
Movable Platforms
Map Construction and Tile Connections
Player Inputs
Object Movements
Orthographic Cameras (Experimental)
Grid Connection Lines
Main Player (Inputs)
New Dynamic Objects:
Levers (+ Dynamic Colors)
New Characters:
Hole Trap (Trap enemy)
Main Character (Heroe)
[Stage 1] Prototype Part 3/3
Phase 1: Design
GDD: Features
Phase 2: Development
Chapter: 2
GameLevels: 11
Enemies
Game Levels
Chapters Flow
Pickable Objects
Chapter 2
GameLevels: 11
General
Game Levels Selection
Settings
Gameplay
Dynamic Cameras
Grid Connection Lines
Main Player (Inputs)
Enemy Attacks
Main Player Attack
Grid Map Tiles - Dynamic Connections
Traps Attacks
Turn System
Dynamic Objects:
Portals
Levers (+ Dynamic Colors)
NPCs (Enemies)
Spear (Weapon)
Characters:
Static Snake (Enemy)
Saw Blade (Enemy Trap)
Salamander Seeker (Enemy)
[Stage 2] Pre-Production Part 1/3
Design - Phase 1: Art Design
Narrative Design (Characters, Dynamic Objects, Chapters, Environments, Story)
Art Design (3D Resources, UI Resources)
UI Design (Layouts, Art, Animations)
Level Design (Environments)
Design - Phase 2: Game Definitions
Definition of the UI Animations
Definition of the Dynamic Objects Animations
Definition of the Environment Animations
Definition of the UI SFXs
Definition of the Environment SFXs
Definition of the Dynamic Objects SFXs
Design - Phase 3: Design of Animations & Audio
Design of the UI Animations
Design of the Dynamic Objects Animations
Design of the Environment Animations
Find the UI SFXs
Find the Environment SFXs
Find the Dynamic Objects SFXs
[Stage 2] Pre-Production Part 2/3
Chapter: 1
GameLevels: 5
Development - Phase 1: Art Integration
UI Art Integration
Game Levels Art Integration
Environments
Dynamic Objects
Development - Phase 2: Implementation of Animations & Audios
Implementation of the UI Animations
Implementation of the Dynamic Objects Animations
Implementation of the Environment Animations
Implementation of the UI SFXs
Implementation of the Environment SFXs
Implementation of the Dynamic Objects SFXs
[Stage 2] Pre-Production Part 3/3
Chapter: 2
GameLevels: 11
Development - Phase 1: Art Integration
UI Art Integration
Game Levels Art Integration
Environments
Dynamic Objects
Development - Phase 2: Implementation of Animations & Audios
Implementation of the UI Animations
Implementation of the Dynamic Objects Animations
Implementation of the Environment Animations
Implementation of the UI SFXs
Implementation of the Environment SFXs
Implementation of the Dynamic Objects SFXs
[Stage 3] Production (Chapters)
Features Development Process:
Feature Design (Mechanic, Art, Animations, Audio)
Feature Development
Art Integration
Animations & Audio Implementation
Testing
Chapter 3
Game Levels: 15
New Dynamic Objects:
Sniper
Double Pistols
New Enemies:
Static Double Body Guard (Gray Jackets)
Static Body Guard With Shield (Blue Turquoise Jacket)
Dynamic Lineal Patroller With Shield (Yellow Jacket)
Chapter 4
Game Levels: 15
New Dynamic Objects:
Distraction Noise (Dog Bone)
Obstacle Statue
New Enemies:
Dynamic Quad Soldier Patroller (Gold Jacket)
Dynamic Guard Patroller wiht Dog
Sniper Soldiers
Chapter 5
Game Levels: 8
New Dynamic Objects: None
New Enemies: None
Chapter 6
Game Levels: 15
New Dynamic Objects:
Electrical Way
Clock
Generic Disguise
New Enemies:
Dynamic Watchman with Flashlight
Chapter 7
Game Levels: 8
New Dynamic Objects: None
New Enemies: None
[Stage 4] Post-Production (LiveOps)
Phase 1:
Coming soon.