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Inferno Lair

Inferno Lair

Created by Ultan O'Cinnéide

Game Introduction

Inferno Lair is a Fantasy RPG in an original open world. Players explore Calterram, a vast land inhabited my many races such as Humans, Elves, Dwarves, Orcs, Goblins and Dragons. Discover treasures hidden in the depths of the world, and become the strongest hero in the land; strong enough to defeat the terrible Inferno Dragon.

Genre
Top Down, Action / Adventure, Dungeon Crawling RPG
GamePlay
Choose between a Warrior, Mage and Rogue. Players will explore caves, crypts, and dungeons collecting weapons, armour and other loot. They will gain experience to level up, increasing their strength and gaining new abilities. Fight enemies in a real time, turn based combat system. Play through the quest based storyline to make it to the final boss: the Inferno Dragon
Target audience & platforms
12+ Teenagers and Adults.
Look and Feel
Become immersed in a medieval fantasy era, with forests, plains, villages and caves. The game will be viewed from a top down perspective.

Story

As the leader of the local Warriors / Mages / Thieves Guild, it is your responsibility to keep Warmhearth Village safe. But when a ferocious dragon nests in a nearby cave, trouble comes with it. Townspeople are carried off as food for the dragon and her young. Having failed to protect them from the dangers around them, you are forcefully removed from your position. While your successor has no more luck in defeating the dragon, they are seen as the hero you never were. With renewed vigour, you start from the bottom rung once again - determined to become strong enough to face the Inferno Dragon in her lair, and get the justice - or revenge - that you seek.

How to Play

Characters will be controlled using a keyboard for movement and actions, and a mouse to control a cursor and interact with objects and the UI. Following the in game marker will bring players to the next stage of their current quest. Talk to NPC's to trade items or learn about the world. Engage in combat by clicking on an enemy using the in-game cursor. Use any variety of abilities and attacks to win the battle. Random Number Generators will determine the outcome of every attack, both hit chance and damage counters. When Player Health reaches zero, the player is returned to the last town or village that they rested in. Rest often to prevent loss of progress. 

Technical

Technical Features:

The game will be developed using Unity 3D for Mac and Windows platforms.

User Interface (controls)

[WASD] - Move PC

[1-9] - Quick Buttons (Abilities & Potions can be mapped here)

Mouse - Controls Cursor

Mouse Left - Select

Mouse Right - Action (Where left button selects, right button activates)

Artwork (design)

The graphics used in the game will be assets from the Unity Store. The User Interface will be a combination of Unity templates and my own code. Character model will vary based on gender. Dungeon layouts may be reused with alternative paths and added difficulty for variety.

Heads Up Display (HUD)

In the HUD, the Player's Health and Experience will be shown. There will be a quick buttons bar at the bottom, where the player can click on an icon instead of using the number shortcut keys. Some of these icons will have a timer over them when they are recharging. 

Characters

Player Character - Male or Female Human. Equipable armour stays the same for either gender.

NPC Humans, Elves & Dwarves - farmer garbs, robes, some armoured knights, mages.

Enemies: Orcs, Goblins, Dragons

Level Design

There will be three main villages in my game separated by forests or plains. In these areas, there will be caves, crypts and dungeons to explore and raid for loot. These will be made using templates from Unity's Asset Store, as will the villages. Low Poly Textures may be the most attainable to create all of these locations in a similar art style.

Global Elements

While the world itself is open, the path from end to end is mostly linear. The player is free to go back to any previously visited locations, but may not be able to progress depending on how far into the game they are. These barriers will be in the form of NPC's that state that the following area is too dangerous for the PC to enter at this time.

Other general world barriers will be in the form of trees, water, mountains etc.

The camera views the world from the top down, so far off background images will not be necessary. 

Audio & Sound F/x

I will need music for the following:

I will also need a lot of SFX such as:

Player Elements

If the player gets close to a lit torch in a dungeon, they will hear the crack of the flames. Goblins emit a guttural sound that raises the hairs on the back of your neck. Streams lap and tinkle over wet rocks.

Global Elements

The music itself should immerse the player in a medieval fantasy world: Lutes, mandolins, string sections, horns, timpani. The ambient sounds will vary per location. It could be the sound of a hammer pounding an anvil in a village, a far away drip in a damp cave. 

Splash Screens

One main theme song for the game intro and menu.

Menu Fx

Simple sounds such as a sword being unsheathed, or the sound of an arrow being nocked.