The Epocha Tower

Canceled project

Engine: Unity

TOWER-TOWN-REPEAT

The core loop of the project was planned around exploring the ancient dungeon and spending free time in the town. Each part with different activities merged into one robust system.

COMBAT AND PUZZLES

After interactive storytelling and different types of exploration, combat and level flow were the next topics to get familiar with.

WORLD BUILDING DICTATES THE DESIGN

Unique traits of the fictional world worked as a great source for interesting design choices.

- Main character is not the chosen one.

- The tower is visited daily by hundreds of adventurers.

→ Puzzles, treasures, and threats all have to feel reusable.

→ NPC's are present in "public" spaces throughout the dungeon with hints and sidequests.

→ Levels have layers. Each space holds additional challenges and areas to be visited later with new equipment and knowledge.

TIME MECHANICS

- Inspired by Persona games the game had ambition of integrate time and segment the experience into seasons, weeks and days (Day/Night cycle was the only one implemented)

- Goal was to use it for expressing story progression

- Makes each choice heavier.

- Day/night cycle added another layer of complexity to both the Tower and the Town.