university work

Breadcrumbs and consequences

After  well revived alpha presentation  on Monday, I had a talk to my lecturer about what I could do next to improve the game. Together we came up with these points

  • Finish up the art work
  • Intuitive game-play: i.e. guiding the player down a set path with clues.
  • User testing  to refine game-play.
  • No characters.
  • Consequences for the player for making a wrong move.
  • Introduction and prologue and credits .

So with this in mind I will break down each point

Finish up the art work

Below is a list of thing I want to model up

  • An opening animated book
  • A ripped page from a book
  • A satchel to take the books of the library
  • a retirement home sign for the out side of the house.
  • Re-texture: Straw bookcase
  • Re-texture: Sticks bookcase
  • Re-texture: Brick bookcace
  • A blocked up cave.
  • More dense forest.

Intuitive game-play: i.e. guiding the player down a set path with clues.

Below is  list of possible of way the I could use as clues.

  • Matching Sounds to together e.g.  Two objects would emit the same sound.
  • Tanking portraits that would relay hints.
  • Different lighting on significant objects.

User testing to refine game-play.

Some time Before Beta Presentation I want to show my game to some other students who have no knowledge of this game  in order to get some feed back.

No characters.

The reason why I am not going to  have  any characters is to make the game more creepy.

Consequences for the player for making a wrong move.

Below is  list of possible of ways the player could be punished for making the wrong decision.

  • Turned into frog
  • Turned into a woof
  • Turned in a book.
  • Eaten by books.
  • Poisoned by the spinning wheel
  • Distorted gravity.

Introduction and prologue and credits .

This is so I can give my game more context. At the moment I want to make some text based opening.