Now that we have finally finished our assignments on affordance and signifiers, we can finally do a bit more work on our game. It's pretty much all going to be game work from this point on until the end of the year, so we're kicking it into high gear when it comes to organizing everything. But in order to start the process we need a formal schedule to work on, which is what we have organized in Trello, now everyone has their own tasks to do with each of us checking on what we got so far. I give them instructions and fill in the blanks for whatever roles we don't have done, for instance, I have to complete the first level so we can start working in it. Everyone else isn't twiddling their thumbs, since we have a whole laundry list of game chores to do. But we do have deadlines, but as per request by Mr. B I put them towards the end of the week, and as a little bonus it's technically due when we get back. So we have everything we need and hopefully I can post about our progress next quarter, see you then. Our Schedule For Making The First Level
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For Strangeview, our current game project, we decided to make the levels based off of parts of a school. Which helps give some interesting design that doesn't rely on being overly interconnected while still having diverse element for each room. We each assigned each other a level and this is currently my level, the school library. I decided to make this different from the usual maze-like levels that the other peeps are working on, making it a more complex puzzle with not that much navigation. I did this as a way to make some difference so the player doesn't get too bored with rooms and a change of pace is just what they needed. Since it's a library it's also going to have a book puzzle, I planned on using the Dewey Decimal system but I thought it would be too difficult for people who don't understand using it. So I wanted it to instead be hints of some sort, mainly coming from the one person there since each level has someone's soul stuck. But, as you try to solve the puzzle there is a monster around you that's silent. Since he's silent you have to constantly look for him between the bookcases. Making a sense of tension as you try to follow it, the level ends when you submit all the books as a door opens... or does it? Afterwards in the same room you can find a library card with the name of the trapped individual, if you were to find this book and return it to her she would give you secret item to put the library's monster down for good. We are planning a whole secret route and this is a part of it, don't tell anybody. But that's my level, so I hope it fits in properly into the rest of the game.
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JamesHe aspires to be a game designer, let's just hope he gets there. He also happens to goes to DSA. Categories
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