Aetherus Development | Concept and Demo Level Ideas
Aetherus
A Tower Defense Game
Aetherus is the working title of a game I’m
currently working on. At the moment, I’m focused on creating a working level
that will showcase the game’s setting, environment, and core gameplay loop.
The City of Aetherus
Aetherus is
a vast high-tech city made up of interconnected floating islands high above the
clouds in a yet-unnamed world. At its peak, the city stood tall atop these
islands, elaborate and sophisticated, but not extravagant. Its intricate
network of bridges connect each island to Ionar, the massive island in the
center of the city system. In the center of this island is the towering Aureum,
a shimmering, translucent blue crystal. Its energy, the Auria, is siphoned and
used by the city to power its technology. This energy appears to be endless.
In the game’s
current setting, Aetherus has been defiled by a formless entity known only as
the Malevolence. It has taken up residence within the Aureum, becoming one with
the crystal, and by doing so, corrupting the Auria. It is siphoning the crystal’s
energy to feed itself, and with enough energy, it will eventually be able to
break free from the crystal, destroying Ionar and the rest of Aetherus in the
process.
Demo Level Concept: Cleanse the Fallen City
Level Layout
The level map is made up of several floating islands surrounding a larger
island, interconnected by bridges. This center island is marked by the Aureum crystal
in the center. The city itself appears to be a cluster, divided by pathways
through which units can move. These pathways eventually meet each of the
bridges, allowing movement from the surrounding islands inward.
Layout Option 1
This potential level layout features tight mountains divided by several pathways. Eight bridges span to surrounding islands.
This potential level layout features tight mountains divided by several pathways. Eight bridges span to surrounding islands.
Layout Option 2
This potential level layout features a geometric city layout. "Foundations" will make up the bases upon which the player will build their towers. Eight bridges span to surrounding islands in a more symmetric format.
This potential level layout features a geometric city layout. "Foundations" will make up the bases upon which the player will build their towers. Eight bridges span to surrounding islands in a more symmetric format.
Layout Option 3
This
potential level layout returns to the first layout's mountain ranges, but with wider pathways and a somewhat symmetrical design (relative to the first layout). Shaped mountain half-rings surround the Aureum, giving the crystal a substantial defensive line of tower spots. Nine bridges, instead of eight, span to surrounding islands.
Environment and Aesthetics
[Phase 1] - The
level is set high above the clouds, surrounded by a clear blue sky. In the
city, the player should get a sense of a clean place made filthy. The Aureum
crystal in the center is a deep shade of purple, representing the Malevolence’s
corruption. Misty purple tendrils emanate from the crystal periodically.
[Phase 2] - The Malevolence has been
driven out from the crystal into a towering physical entity surrounding the
city. The sky turns a deep shade of purple and the lighting darkens. The player
should now get some sense of fear with the environment changes. Misty purple
tendrils now emanate inwards towards Ionar from the entity.
[Phase 3] - After the Malevolence has
been defeated, the entity disappears and the skies clear. No sign of the Malevolence’s
corruption remains in the city, and the lighting brightens. The player should
get a sense of freedom and relief when they reach this phase.
Moodboard
This moodboard is a collection of images representing the visual concepts I seek to express in the demo level, and the game as a whole. The floating islands and cities represent the visual style, geography, and architecture of Aetherus - tall, geometric structures clustered together. The purple images reflect the visual style of the Malevolence's corruption.
Gameplay
The player must prevent the Malevolent entities from reaching the corrupted Aureum
by constructing towers across Ionar. If an enemy reaches the Aureum, the crystal
will lose Stability. If it reaches 0 Stability, the Malevolence has reached
final form and will explode from the crystal, destroying the city and ending
the game. Defeating enemies will provide the player with Auria, which can be
used to construct more towers. Upon defeating the tenth wave, the Malevolence
will be driven out from the Aureum and surround the city. The player must
survive a final, massive wave of enemies in order to defeat the Malevolence and
complete the level.
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