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