Game Treatment

Rhythm of the Night

By Team 2/4


The Team

Team Leader
Cem Alemdar
IMGD 4000 TechRolesEmail
Cem AlemdarDocumentation, Website development, Audiovisual Synchronizationcalemdar@wpi.edu
Panhavuth LauDocumentation, Website development, Audiovisual Synchronization, Sound Engineerplau@wpi.edu
Shiyi LiuInteractive Design, Technical Artist, Sound Engineersliu4@wpi.edu
Alex TianLead Developer, Gameplay Programmeratien@wpi.edu
IMGD 4500 ArtRolesEmail
Sarah LoveCharacter Artist, Sound Engineersmlove@wpi.edu
Gavin TaylorEnvironmental Artist, Game Designergtaylor@wpi.edu

Elevator Pitch

Protect your camp friends from what lurks at night... by playing this rhythm arcade hack-'n-bash RPG game! Play as a musician and stir away your fear!


Detailed Description

Setting

Takes place at a modern night-time campfire with friends.

Protagonist

The Sleepy Campers

Antagonists

Various nightmare or ghost enemies

Primary Objective

Fight off enemies to protect your sleeping friends; the player wins once all enemies are defeated

General Narrative

You and your friends are camping in the forest. During the night, musical shadow creatures attack. Use your musical combat abilities to protect your sleeping friends.

Game Mechanic

Hack and bash, attacks based on the music, miss attacks if completely off beat, ability to dash from one enemy to the next during combo. Combo mechanics are similar to Patapon Fever mode, where successfully playing to the rhythm allows for benefits if maintained

Patapon Fever mode

Asset List

Artistic and Technical Assets

Technical Elements

Scoring and damage system that takes the music into consideration, basic enemy AI with path-finding and attacks, positional audio

Style Guide

Style will be semi-cartoon with some shaders; definitely will use special effects for hitting and musical projections

The overall mood, angle, and colors would be close to The Last Campfire

The Last Campfire

and

Campfire

The shadow enemies should be similar to A Hat in Time's The Snatcher.

The Snatcher

Some ghostly enemies can have no legs like Peepa from Super Mario 3D Land. Having less limbs to animate can make it less taxing for the artists in the scope of the term.

Peepa

We wouldn't want to have a completely cartoon-style theme, it can be similar to a degree of realism like Blizzard's Warcraft III: Reforged art style.

Warcraft 3: Reforged

Concept Art

We've developed some concept art and introduced some of their color palettes as well:

Main Character

Main character with a djembe on a stick.

Main Character

Enemies

Enemies

Environment

Environment