So our week consisted of finalizing our idea and creating a concrete design document to support our story idea and give us a clearer idea of our goal throughout this project. Currently, we are not sure if we want to proceed with the project in Flash of in Unity.
Why split our game into two, three, or five screens? The split of screens allows for interesting game play that is both new for users and can allow us as authors to get creative with our game. Say the game is a mystery game that begins like so: Now the user is faced with two black scenes and a small scene in which characters present the problem; where is jim? It is no doupt the user's job to answer the question. Just from the structure of the screen it is obvious that the other two screens are important. So maybe Jim is in there? But how do we tell? Maybe we need to light up these screens. Woah! Here is a body that could be Jim. Let's have the other characters check by dragging him over as well. After discovering the death, our character walks over and shares the news. In this game, most of the elements, narration, and intrigue will come from moving the game objects, most notably the fire, from one screen to another.
We recently talked about different ideas each of us had on the direction of the projects in terms of narrative and gameplay elements. Below are lists of ideas we've come up with
Other
We've begun our jump into the project by organizing things. Our first day consisted of talk on references and ideas. We had initially proposed a project which dealt heavily on narrative. However, to give ourselves more freedom with art and gameplay, we have decided to pursue a game that focuses more on gameplay.
We brainstormed ideas and concepts for a new game and created an inspiration board to organize our thoughts. We also managed more housekeeping such as creating this site and creating the google drive files and schedules for the project. |
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November 2015
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