Group Tutorial With Matt
We went to meet up with project tutor Matt who we
explained our whole idea too (our current idea which I will post about after
posting these notes) and he gave us some really good ideas (which we have now
incorporated into our idea) to consider and apply to our game. He also gave us
general feedback and suggestions regarding the project as a whole.
- Try to keep it lose, not overly realistic (don’t get caught up in defining and naming her illness).
- Keep the game/player isolated from an illness per say, they don’t necessarily need a named illness, it just needs to be suggested.
- Start the design document and think about headings and orders. Headings such as:
Characters
Brief “one liner”
description of the game
Aim of the game,
gameplay mechanics (consider the inventory, UI, keys, notes etc)
Detailed overview of the narrative (smaller interactions would be handled in a narrative design document)
Detailed overview of the narrative (smaller interactions would be handled in a narrative design document)
Level design
document exploration of puzzles, maps etc, progression through the
game
Explanation of the setting and start up; are the players thrown in at the deep end?
Explanation of the setting and start up; are the players thrown in at the deep end?
Reference other
games
- If you CAN overcome the illness then HOW do you do this?
- Can you trap monsters?
- Maybe your past life and screwed up parents affect the gameplay, perhaps you have to literally inject yourself in the game which mirrors their abuse of drugs.
- Fractured figments of her life.
- The photos need a context with regard to gameplay, does it harm enemies? Does stop time? does it affect the environment? Consider camera effects and tricks.
- Perhaps if you take the risk to photograph a monster, you are rewarded with a photograph showing you the key item you need to harm them or a possible way to “defeat” them.
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