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4 changes: 4 additions & 0 deletions content/docs/2025/evening-jam/_index.md
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---
bookCollapseSection: true
title: "Light Lethargy"
---
171 changes: 171 additions & 0 deletions content/docs/2025/evening-jam/week1.md
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---
title: "Week #1"
---

# Week #1

## Project description

### Project name: Light Lethargy

**Code repository**: https://github.com/fantom73d/evening-jam

A puzzle-platformer game with a fairytale setting, mixed with cyberpunk elements. Involves the paper-like artstyle, simple but intriguing mechanics, and a touch of light phylosophy. Lamps are significant and playable objects: player advances through the levels and interacts with the world by manipulating them.

Problem statement: create a game that provides an enjoyable and fascinating way to spend time with a creative but not overwlelming brain training and an easy-to-follow storyline.

### **Team Members**

| Team Member | Telegram Alias | Email Address | Track | Responsibilities |
|-------------------------|------------------|-------------------------------------|----------------------------------------|--------------------|
| (Lead) Dmitry Korletynu | @fantom_73d | [email protected] | Art design, Game design | Team organization, art design, game and sound design |
| Lev Ivanov | @Evolutionleo | [email protected] | System architecture, Code, Game Design | Coding, making game design choices |
| Ulyana Yanovskaya | @polsha_byaka | [email protected] | Narrative design, Game design | Writing plot and dialogues, working on game and sound design |
| Veronika Levashseva | @fountainer | [email protected] | Narrative design, Documentation | Reports, writing plot and dialogues, sound design |
| Bulat Shigapov | @blt326Ray | [email protected] | Art Design | Visual art design |

## Brainstorming

### Ideas during brainstorming

Main concept ideas (from fittest to less fittest ranked in descending order)

| Name | Short description |
|----------------------------|------------------------------------------------------------------------------------------------------------------------------------|
| Light bulbs in the fantastic world | The setting is focused on the idea of the manipulation with the light to solve problems: interesting and gives freedom for plot choices |
| Character is a robot | Can integrate interesting mechanics involving the player himself
| Character is a human | People more readily sympathise with other people |
| Gamification of Innopolis Bootcamp (totally different setting) | Interesting but hard to implement everything + members of the team wanted to focus on the full game
| Light affects colors | The world is monochrome, which can be interestingly explained by some plot: in the usual world, the oblects reflect light and we see colors, in this, it doesn't work |
| A tower like a playground | Helps to see the progress with visual representation |
| Main character is the outsider | A natural scientist suddently gets into the fairytale-like world and firstly very sceptical about it; idea is okay but not really matches the cyberpunk setting with the lamps | |

Game Mechanics Ideas

| Name | Short description |
|----------------------------|------------------------------------------------------------------------------------------------------------------------------------|
| Incandescent light bulb | Light up the paper sheet that will burn out with time |
| Broken fragments of a bulb | Player torns himself if he steps on the fragments (because the character is made of paper) |
| Bulbs of different powers | Example: one lamp can power the lift but cannot turn on the drawbridge |
| De-energised world | The whole world is freezed but the player can give life to its objects/inhabitants only temporarily by using lamps as accumulators |
| Screwed in light bulb | Npc can become "revived"/active by putting a lamp in him/her |
| Broken lamp influence 1 | If the lamp is broken it leaks the energy and cannot be used forever |
| Geometry changes | If you insert the light bulb into yourself your hitbox is increased and you cannot get into small passages |
| Broken lamp influence 2 | A broken lamp inserted into a mechanism will activate it abruptly, with repeated ons and offs. Example: an elevating platform becomes a trampoline |
| Light mechanics | Player can light his/her way up with a light bulb |



### Brief market research / problem validation

Puzzle-platformers are distinguished and widely played, as well as loved by the players for their authenticity and simple cognitive training. They also provide a solid ground for the indie developers with small teams and give the opportunity to focus on story telling and interesting mechanics.

Examples in the market

Renowned platformers:

- Limbo by Playdead: very atmospheric with subtle but prominent social shadowing, interesting mechanics involved
- Badland by HypeHype Inc: more dynamic due to its sidescrolling game process, puzzles with the world objects
- Machinarium by Amanita Design: beautiful design with cyberpunk style, puzzles based on the mechanisms manipulations, similar to our project and also has paper-based arts

Games that also used light as a base for game mechanics:

- Closure by Eyebrow Interactive: based on manipulation of light and shadows: player can use the object only if it is visible. Was innovative with this concept at its time and gained wide recognition
- Candleman by Spotlightor Interactive: a player has to use light from a candle to pass the level, but it extinguishes after the time is up. Similar to our idea with a broken lamp and adds a possibility for timer-based quests

## Basic requirements

### Target users and their primary needs

Our target users are casual players without any specific background. We want our game to be fascinating for any ages: the puzzles should be understandable but not dumbed-down, and the story should be enjoable and provide the ground for light contemplation both for kids and adults. Our aim is to give our players a way to spend time with some intellectual stimulation and aesthetic pleasure.

As a side consideration, we want our game to be suitable for for avid indie games players through its inventive mechanics and original storyline. The users who seek something innovative and authentic should also enjoy the gaming process.

### User stories

- As a casual player, I want to solve puzzles on my own and in adequate time, so I can enjoy the game and move forward.
- As a busy person, I want to play for a short time session, so my mind is relaxed after a long day.
- As a reader, I want to see the interesting plot and ideas, so I have something to think about.
- As an experienced player, I want see new problems and design choices, so my game process is not repetative and boring.
- As a visual content consumer, I want to see a beautiful art style, so I am aesthetically satisfied.


### Initial scope

- Core mechanics
- platformer with a puzzles-based advancement through the world
- manipulation with light bulbs to interact with the world and solve logical problems
- Art style
- the arts resemble paper, probably with mixed digital and traditional works
- Narrative and world setting
- Fantastic world with cyberpunk and fairytale elements
- Solid story with some logical conclusion (but with a possibility for further development)
- Dialogues with npcs and text plates
- Level design
- Initially intended 15-20 minutes of gameplay
- Several levels
- Quick introduction to the mechanics

## Tech-stack

- Code/engine: Gamemaker
- Art: Aseprite, Photoshop, Krita
- Docs: Google Docs
- Presentations: Figma
- Version control: git
- Narrative: Google Docs
- Team communication: Telegram

## *Something else you want to add*

If it possible, we would like to provide a new name for the project in Week 2.
Also, we did not setup the Docker Compose since it is not suitable for our project specification.

# Weekly commitments

## Individual contribution of each participant

- Dmitry Korletynu:
- team organization
- [art style sketches](https://docs.google.com/document/d/1-2NGqt-iOFekyaZ3wNFKYwu0CocmT8kTIUd0YJfZL1M/edit?usp=sharing)
- [game mechanics ideas](https://docs.google.com/document/d/1Vo9ULr0iiDlRrvzsPDKi_QGgH3iBMy6o6v2Kx9lyGMw/edit?usp=sharing)
- organized team github and added [description](https://github.com/fantom73d/evening-jam/commit/3d027d4282cde69200504226683c1ef7c6b09ff4)
- Lev Ivanov:
- [game mechanics ideas](https://docs.google.com/document/d/1Vo9ULr0iiDlRrvzsPDKi_QGgH3iBMy6o6v2Kx9lyGMw/edit?usp=sharing)
- [initial repo for the project files](https://github.com/evolutionleo/Capstone-2025)
- Ulyana Yanovskaya:
- [game mechanics ideas](https://docs.google.com/document/d/1Vo9ULr0iiDlRrvzsPDKi_QGgH3iBMy6o6v2Kx9lyGMw/edit?usp=sharing)
- [plot ideas](https://docs.google.com/document/d/1X3O8aEoBbfwByd1n85P7moEmHtmtGIArqPp-ZDOn_1s/edit?usp=sharing)
- Veronika Levasheva:
- report writing, market research, requirements formulation and project description
- [plot ideas](https://docs.google.com/document/d/1hWIcZBvNxBm6T2rokU6OvqqILAwzmeWg26bmX7wfSDw/edit?usp=sharing)
- fixed the directory for [_index.md](https://github.com/fantom73d/evening-jam/commit/ba2f8eea9d3b1b8ba53b61983ab8855968584e72)
- Bulat Shigapov:
- [art style sketches](https://docs.google.com/document/d/1XaA9Zpr1JE7QGSfo9WQFBLV58CPPrVcmso8HinUmkkA/edit?usp=sharing)

## Confirmation of the code's operability

We confirm that the code in the main branch:
- [x] In working condition.
- [ ] Run via docker-compose (or another alternative described in the `README.md`).

# Plans for the Week 2 sprint

## Things to code
- the light bulb and the port for it
- the basic movement
- the sliding bridge
- the dialogue system

## Narrative and level design
- Write dialogues for the first level
- Make up puzzles for the first level

## Art
- Draw the main character and npcs
- Draw the dialogue window
- Draw the basic location elements

## Organisation
- Video call to brainshtorm and agree on the first level content
- Write report for week 2
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---
title: "Week #2"
---

# **Week #2**

## Detailed Requirements Elaboration

### Functional requirements

- Core Gameplay
- the game should include puzzles that will help the player to advance through levels
- core mechanics should be based on manipulating with the light bulbs
- central concept: insert the light bulbs into the npcs to interact with them
- the game should include basic tutorial elements in the beginning
- the game location should be set in a tower, with respective level design
- 15-20 minutes of gameplay with several levels should be implemented
- Storyline
- the story should be presented through the dialogues with npcs and text plates
- the game should include characters with distint personalities and background
- the plot should be concluded and have a logical end
- two choices should be provided at the end to lead to two different endings
- the story should be complex enough and carry valuable thoughts
- the story should explain the setting and location logically
- Visual design
- the art style should use a mix of traditional and digital art and resemble paper
- the game should include original character and location designs
- the environmental design should support the storytelling
- the style should be based on two color pallete
- Sound design
- the game should include several original soundtracks
- the sound effects should be added for the atmosphere

### Non-functional requirements

- the game should be intuitive enough and don't get players stuck indeffinitely
- the game should be appropriate for all ages both gameplay and story-wise
- the interface should be easy to get used to
- the game should run smootly on the supported platform
- no critical bugs should be present
- the text should be visible and easily readable
- the environmental objects should be distinct enough (important since only two main colors are used)

### Target users

Even though our dedicated target audience is casual players without some prerequisite field-specific skills or background, we also aim to make our game satisfiable for more picky indie game lovers. Thus, we will follow two main routes:

- the game should be enjoyable for gamers of any age, the included puzzles should require some critical thinking but be solvable in an adequate time nevertheless, the story should bring both kids and adults thoughts and ideas for light contemplation. We consider our users' primary needs to be spending their pastime with a considerable amount of intellectual stimulation and aesthetic pleasure;

- the needs of our more sophisticated players include inventive mechanics and original storyline. Level design should be thoroughly thought through and aid to the gaming process, mechanics should be diverse enough to be fascinating for experienced users, and the storyline must include logical (and probably not open) end, possibly with several endings. The conflict in the game should also be complex enough to keep the players invested.

### Elaborated user stories

(stories from report 1)

- As a casual player, I want to solve puzzles on my own and in adequate time, so I can enjoy the game and move forward.
- As a busy person, I want to play for a short time session, so my mind is relaxed after a long day.
- As a reader, I want to see the interesting plot and ideas, so I have something to think about.
- As an experienced player, I want see new problems and design choices, so my game process is not repetative and boring.
- As a visual content consumer, I want to see a beautiful art style, so I am aesthetically satisfied.

(elaborated)

- As a player, I want my gaming process to be bugless and smooth, so I don't get unnerved and disappointed.
- As a kid, I want to see bright and memorisible characters, so I learn to empathise.
- As an adult, I want to see the story with complex characters, so I can relate to them.
- As a indie game enjoer, I want the game to be authentic, so I feel a disctinctive atmosphere when I play.
- As a parent, I want the game to have interesting puzzles, so my kid's brain is stimulated.
- As a listener, I want the game to have memorable soundtracks, so I get immersed into the game universe more.


### Scope (slightly elaborated from the report 1)

- Core mechanics
- platformer with a puzzles-based advancement through the world
- manipulation with light bulbs to interact with the world and solve logical problems
- Art style
- the arts resemble paper, probably with mixed digital and traditional works
- the main location is set inside the tower
- Narrative and world setting
- fantastic world with cyberpunk and fairytale elements
- solid story with some logical conclusion
- two endings depending on the user's decision
- dialogues with npcs and text plates
- Level design
- 15-20 minutes of gameplay
- three levels with several screens in each
- quick introduction to the mechanics
- Sound design
- several original soundtracks
- sound effects

### Prioritized backlog

![prioritized tasks](https://github.com/user-attachments/assets/d7b61bf7-ae9d-4cf2-9bcf-2eb9ce04aab5)

## Project specific progress

### Code

- The movement of the character is implemented
- The libraries for setting up the light, dialogue system, and text animation render are imported
- The lighting is almost fully configured

### Visual Design

- The designs for the main character, a light bulb, sockets, and dialogue windows are done
- Several background designs are done

### Narrative

- The core plot is finalised
- The prologue for the level 1 and the main character description are drafted

### Sound design

- The demo for the first soundtrack is done

# Weekly commitments

## Individual contribution of each participant

- Dmitry Korletynu:
- team organization
- [art designs](https://docs.google.com/document/d/13QO-JjkJXl1LKpEI9iTTEW-dIfMBKsB1IMP66PQc_S0/edit?usp=sharing)
- [sprites commit 1](https://github.com/evolutionleo/Capstone-2025/commit/5ea5c47031c3b67325d69d16ba5ce944a626e960)
- [sprites commit 2](https://github.com/evolutionleo/Capstone-2025/commit/de13d21abc9643dc9f855f4d7cf85a9a92469f0b)
- Lev Ivanov:
- [player movement implementation](https://github.com/evolutionleo/Capstone-2025/commit/5f6086e6404e2770ca8f2a2779c2fc9453e620cd)
- [imported libraries](https://github.com/evolutionleo/Capstone-2025/commit/921121b51624ca7f65f559ee0802afa75726cd84)
- Ulyana Yanovitskaya:
- [prologue ("пролог" section)](https://docs.google.com/document/d/1Ul-d97mPKF-ZTrO-CHl08b0JdEY6rSsgcE8PJKCeIiA/edit?usp=sharing)
- [core plot ("нарратив" section)](https://docs.google.com/document/d/1Vo9ULr0iiDlRrvzsPDKi_QGgH3iBMy6o6v2Kx9lyGMw/edit?usp=sharing)
- Veronika Levasheva:
- this report
- [demo for the first soundtrack](https://drive.google.com/file/d/1j_lxH5Jn6wQWqhvHfidEOMMCKEOHEVcc/view?usp=sharing)
- [core plot ("нарратив" section)](https://docs.google.com/document/d/1Vo9ULr0iiDlRrvzsPDKi_QGgH3iBMy6o6v2Kx9lyGMw/edit?usp=sharing)
- Bulat Shigapov:
- [art designs](https://docs.google.com/document/d/1hlbU7bBaP0luV-S_qWmShMu2GZVDvdzh_Kt1rzFqdpI/edit?usp=sharing)

## Plan for Next Week

### Things to code

- the light bulb and the port for it
- the sliding bridge
- the dialogue system

### Narrative and level design

- finalise the prologue and the first level dialogues
- finish design for the first level

### Visual Design

- work on background locations and details
- draw some of the npcs

### Sound design

- finalise the first soundtrack

### Organisation

- group call to discuss the process
- keep consistent chat communication

## Confirmation of the code's operability

We confirm that the code in the main branch:
- [x] In working condition.
- [ ] Run via docker-compose (or another alternative described in the `README.md`).
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