II. Demo Design
1. Objectives
- Show off at least 2 player multiplayer capacity
- Show off world zone with action combat, puzzle solving & novel mechanics
- Show off authentic Indian characterisation & environmental design
2. Character Concepts
1. Archer
| Quality | Archer | Warrior | Boss |
|---|---|---|---|
| Combat | Nimble in combat | Slow, Heavy in combat | ?? |
| Sex | Female | Male | Male |
| Dialogue | Unassuming, naive in tongue | Alert & cautious in dialogue | ?? |
| Background | Left his palace out of disdain for his lazy cousins & family, fear of confrontation and violence | Rose as a warrior from small town | King, powerful uses fire based technology to run/train his palace/weapons/guards |
| Motivation | Looking for a particular Guru for transcendence | Hunting for a legendary weapon that grants transcendence | ?? |
| Colors | White (Internal/BG) + Blue (External/FG) | White (Internal/BG) + Red (External/FG) | Black (Internal/BG) + Golden Orange (External/FG) |
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3. World Concepts
1. Notes
- The Demo is broken down into three areas - SP, MP_1, MP_2.
- The world is a subtlely dark place, hanging in balance between dark and light, ever oscillating between optimism and pessimism.
- This is conveyed in part using the Technical/I.1 , in which we draw the full volume of shadows of the things in this world, showing an over arching presence of darkness in this world.
- The Lightness of this world comes from the character's internal psyche/atman/within/humanity (whatever is the word to convey "inner state of life"). This is reflected in the draw background of the demo, which can blend an inverted skybox between 3 skyboxes. Whenever a positive overwhelm needs to be shown, the skybox cam become day-like, night-like to demonstrate being lost/full of despair inside, and a red sunset one to demonstrate a critical balance between light and dark.
- Quality of the Combat of the three areas SP, MP_1, MP_2 is marked in the graph Design/IV.4 .
| Feature | Introduction Arena (SP) | Miniature Raid Arena (MP_1) | Boss Arena (MP_2) |
|---|---|---|---|
| Intention | Player Class Chracterisation Reveal Simple Action Combat | Combat Mechanics Reveal Team Coordinated Puzzle (Raid planning) | Boss characterisation Reveal Novel Mechanic (Objective Duality) |
| Secret | Simple Map exploration related Secret | Kill orange bars in order secret | Objective Duality related secret |
| Unique Feature Demonstrated | - | Raid Mechanics + Objective Planning | Objective Duality |
2. Map

3. Breakdown of Areas
1. Introduction Arena - SP
- Single Player, simple combat, single player puzzle, dialogue / story beat at the end
- Player is of class [Archer / Warrior], is currently in pursuit of transcendence
- Lore, Puzzle, Enemies
- The player finds themselves making their way through a grassland of "native ancient forest type" F1.
- The player mutters a dialogue, referring to an old sage believed to be living in the F1.
- The player encounters wildlife that attacks them without aggrevation, which seems odd to the player.
- The player fights and scares the wildlife away, until they give way and escape into the grasslands.
- The player encounters a rock formation with a sign on it, revealing single player Puzzle Z1 .
- On solving Z1, the rocks give way to a hidden sanctuary that is an ashram of the old sage from the stories.
- Dialogue reveals that the player must kill an evil King in order to convince the sage for granting guidance towards transcendence (the following is obsolete, the latest interpretation is that based on the choice of player class, different dialogues will show up):
- The Warrior is suspiscious so the sage tell him to find a hidden quarter and there he will understand why killing the King is righteous.
- The Archer is unassuming and gratious so the sage tells him to find a hidden quarter and use his innocent heart to kill as fast as possible.
| Initial Concept Work | SP Area Secrets First Idea | SP Area first concept for final story beat area |
|---|---|---|
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2. Miniature Raid Arena (MP_1)
- 2 Player, involved combat, 2 player puzzle, raid planning
- Classes [Archer + Warrior], currently engaged in a Quest given by the Sage
- Lore, Puzzle, Enemies
- The players find themselves making their way into the entrance of a citedal of the palace of the King.
- Unending waves of The Palace Battalion are trying to stop them.
- Special Guards gives the player Offering of Conviction which is required to Solve the puzzle Z2.
- Once the players open the gates, the waves of guards cease, paving the way for the players to climb to the citedal. There is a camera pan and zoom effect, allowing users to see the scale and maginificence of the palace.
- The palace entrance door has two ways inside, the grand main door, and the side trapdoor.
- Entering through the grand door applies a +25% Max Health to the King (written under the health bar as "King, The Prepared")
- Entering through the trap door applies a +15% Movement Speed to the King (written under the health bar as "King, The Victimized/Betrayed")
| MP1 Level Design Initial concept | Puzzle Concept Work |
|---|---|
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3. Boss Arena (MP_2)
- 2 Player, involved combat, 2 player boss battle, objective duality
- Classes [Archer + Warrior], currently engaged in a Quest given by the Sage
- Lore, Puzzle, Enemies
- The players find themselves in a hidden quarter underneath the palace. The room is full of an air of guilty secrecy, its the King's room of personal shrines.
- Spawn Ads, enter boss DPS, rinse repeat.

(Below ideas are Obsolete)
- The room has 3-4 statues of a tiger or an exotic animal. If the Warrior chooses to kill the statues before the King, dialogue is played which shows that the the King was super evil and completing the Personal Objective of the Warrior, explaining why the sage asked them to kill.
- If the players are able to kill the King within a span of 3 or 5 minutes, the Personal Objective of the Archer is Completed.
- If the players have to kill the King as the Team Objective which progresses the story.






