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.