Master Your Dreams
Lucid is a rogue-like, top down, combat game charging the player with exploring the possibilities and limitations of lucid dreaming being developed in Unity. You will be charged with journeying through your subconscious in order to make sense of the world. There is more than meets the eye in this realm as a masked figure seeks your help, and a dark entity pursues you, attempting to torment your dreams. The Design Document can be viewed here.
The team consists of 4 programmers and 4 artists. The programmers design player and enemy functionality as well as procedural level generation. The artists handle environment design, character and enemy modeling, texturing, and animating. The team is run by, myself taking the role of team manager, and Brian Eisenberg taking the role of lead designer.
Along with managing expectations and tracking progress each week, I design the environments as well as the shaders for the environment and characters. Initial level design aims at three types of areas: open, grid based, and corridor based. Shaders are being designed to offer a posterized, cel shaded look to the dreamscapes.
Procedural Level Generation has thus far been successful at creating unique level layouts. As of now there are four environment packs offering varied objects to interact with and environments to traverse.
A workflow pipeline has been developed for character creation. One artist models them, sends it to the texture artist to be unwrapped. The object is then painted and animated by the texture artist and the animator. As of right now, six enemies and the player model have been designed and implemented.
A UI artist has created the various menus, logos, ability icons, and hud bars.