Tuesday, October 29, 2013

Sprint 13: One More Time





Zac
    -Make Wellington appear in the right spot in the overworld after changing locations
    -Get at least half of the actions functional for puzzle 2
    -Create main menu for title screen with instructions on how to go through the game.

Sam
    -Draw Tommy
    -Draw 3 interactive items for kitchen part 2
    -Draw 4 backdrop objects for kitchen part 2

Sara
    -Skeleton for Bar Part 2 and Secret Basement
    -Flavor Text for Bar Part 2 and Secret Basement
    -Write dialogue for final cut scene.
 
Lens # 82: The Lens of Inner Contradiction

    What is the purpose of my game?
    To complete puzzles to advance the plot in order to give the player a sense of achievement in completing the game and puzzles.
 
    What are the purposes of each subsystem in my game?
    Travel around the hub world and solving puzzles

    Is there anything at all in my game that contradicts these purposes?
    No, each area is consistent in how the subsystems work.

    If so, how can I change that?
        If there is an inconsistency, we will change it to a puzzle in order to keep with our theme.

Lens #83:  The Lens of the Namelss Quality

    Does my design have a special feeling of life, or do parts of my design feel dead? What would make my design feel more alive?
    Perhaps more interaction with NPCs, a real purpose to the HUB world other than aesthetics.

    Which of Alexander's fifteen qualities does my design have?
    Boundaries

    Could it have more of them, somehow?
        Perhaps if we decide to make the puzzles more diverse.

    Where does my design feel like my self?
    We're creating this game because point and click adventures hold some nostalgic value for us. That's why we wanted to design this and how we see ourselves in the design.

Tuesday, October 22, 2013

Sprint 12: TLC

Screenshots:





Task List

Sam

-Make sprites for second puzzle

-Bar

-Kitchen part 1

-Tammy (Kitchen Part 1)

-Tommy (Kitchen Part 1)

-Objects for Kitchen Part 1

-Draw title screen




Zac

-Add Sam's title screen to the beginning of the game

-Begin implementing second puzzle after receiving Sam's sprites




Sara

-Flavor/Dialogue for Kitchen Part 1, Park, and Kitchen Part 2

-Skeleton for Park and Kitchen Part 2





Lens # 48: The Lens of Accessibility


How will players know how to begin solving my puzzle, or playing my game? Do I need to explain it, or is it self-evident?
· It’s self evident how to begin solving puzzles. There are buttons on the bottom of the screen that are actions so the players will start using this actions to interact with the environment to see if they can alter anything.


Does my puzzle or game act like something they have seen before? If it does, how can I draw attention to that similarity? If it does not, how can I make them understand how it does behave?
· Yes it does. We’re trying to mimic classic point and click adventures with our game. We draw attention to that similarity with the ability to point and click, and to choose ways to interact with the environment.


Does my puzzle or game draw people in, and make them want to touch it and manipulate it? If not, how can I change it so that i does?
· Our game does draw people in because of its charming atmosphere, loveable cartoonish art style, and interesting looking environments. People don’t think it be like it is, but it do.


Lens # 49: The Lens of Visible Progress


What does it mean to make progress in my game or puzzle?
· More of the game’s world will be accessible, and the plot will progress.


Is there enough progress in my game? Is there a way I can add more interim steps of progressive success?
· Yes there is enough.


What progresss is visible, and what progress is hidden? Can I find a way to reveal what is hidden?
· The progress is visible through the plot and how close the player feels to uncovering the truth.


Lens # 51: The Lens of the Pyramid


Is there a way all the pieces of my puzzle can feed into a singular challenge at the end?
· Yes because the player can hold onto items they find in earlier puzzles. Probably. Game development is still underway.


Big pyramids are often made of little pyramids – can I have a hierarchy of ever more challenging puzzle elements, gradually leading to a final challenge?
· Yes we can introduce new elements in each puzzle or completely different kinds of puzzles that go beyond pointing and clicking and that might involve some platforming.


Is the challenge at the top of my pyramid interesting, compelling, and clear? Does it make people want to work in order to get to it?
· Yes it is. The challenge will end with the thrilling conclusion to our plot and the players will have a nice feeling of accomplishment when they uncover the truth.

Tuesday, October 15, 2013

Sprint 11: Balance

Sam:
    Three characters drawn (HUB world characters: Coolbird  Jim Cunningham, Sir Bearington)
    Draw buildings for backdrop in hub world
    Draw hallway

Zac:
    Get dialogue options working
    Add Sam's characters

Sara:
    Skeleton Outline for Second Puzzle Room
    Skeleton Outline for Third Puzzle Room
    Flavor Text for Second Puzzle Room

Lens #33: The Lens of Triangularity:
    -Do I have triangularity now? If not, how can I get it?
        We haven't considered to include triangularity in our game until now.
        Right now, our game doesn't rely on the player taking any risks because there's
        one way to solve the puzzle, no time limit, and the reward is always the same.
        To give our game triangularity, we could potentially add time limits to our puzzles,
        or some secret areas to reach in the hub world that require spending player resources to get to. Another way to reach triangularity would be to give penalties if the player tried to continuously click on the screen to find hidden items, instead of working towards them logically. A time out screen would pop up, or some other kind of penalty.
    -Is my attempt at triangularity balanced? That is, are the rewards commensurate with the risks?
        The reward is the advancement of the plot, which is really important on its own. The reward is also the feeling the player gets once they solve a hard puzzle by themselves, so if they're clicking about randomly, they won't have that feeling of accomplishment, which is integral to the game's experience.


Lens #32: The Lens of Meaningful Choices:
    -What choices am I asking the player make?
        Dialogue choices, as well as what object to use where/what to examine further.
    -Are they meaningful? How?
        Yes because they can slightly alter the story line and flavor text the player reads, as well as show the player if they're on the right track or not.
    -Am I giving the player the right number of choices? Would more make them feel more powerful?
     Would less make them game clearer?
        We're giving the player the number choices we feel is appropriate without
        overwhelming the player. It would make them feel more powerful because they would
        feel as though they have some affect on the storyline, as well as that they themselves have the capability to solve these puzzles. Giving the player less choices would make the game feel too streamlined and easy.
    -Are there any dominant strategies in my game?
        The only dominant strategy is that of logical thought process, that is to say, puzzle solving. The player must point and click on objects to find out certain clues or meanings, however in the end it is up to them if they use them in the correct order or not. The most dominant strategy is just the gamer's thought process, as it's all intuitive knowledge we have already gathered from everyday life. Example: If there's a lock, there must be a key.

Lens #35: The Lens of Head and Hands:
    -Are my players looking for mindless action, or an intellectual challenge?
        An intellectual challenge, because our game isn't very fast paced and requires players
        to stop, think, and examine at their surroundings in depth to really make sense of the puzzle.
    -Would adding more places that involve puzzle-solving in my game make it more interesting?
        Yes, because puzzles are the focus of our game, so adding more would only help.
        To keep it interesting, each puzzle would be unique, with its own set of items that can also be used across puzzles.
    -Are there places where the player can relax their brain, and just play the game without thinking?
        Yes, that would be the hubworld. In the hubworld, there won't be much puzzle solving,
        but instead some fun platforming action and simple exploration.
    -Can I give the player a choice - either succeed by exercising a high level of dexterity,
     or by finding a clever strategy that works with a minimum level of physical skill?
        In a way, yes. We have dialogue options, each one pertaining to information you can gather. We do not have stats such as dexterity or strength in our game, only the player's brain power itself which we can't set ahead of time. The dialogue options, however, are the ways that the player can gather information and solve the overarching mystery. Some of them will give you different information or responses, giving the player a choice on how to go about interrogating the NPCs of the game.
    -If "1" means all physical, and "10" means all mental, what number would my game get?
        7, although it's dominated by puzzles, we also have the platforming action of the hub world to give the player a little break in between puzzles.

Tuesday, October 8, 2013

Sprint 10: The Next Steps

Task list
            

Zac
o   Re-create opening puzzle using global variables
o   Add NPCs to the hub world
o   Include dialogue
o   Figure out how to work in dialogue options
o   Start making second puzzle
o   Test for glitches
o   Work on game structure
            

Sam
o   Draw more character sprites and object sprites
o   Start making second puzzle
o   Work on game structure
          

Sara
o   Write dialogue and flavor text
o   Compose music
o   Start making second puzzle
o   Work on game structure

Milestones

  • ·        First puzzle fully functional 10/11
  •           Opening scene implemented: 10/14
  • ·         Hub world fully functional 10/20
  • ·         Voices added 10/25
  • ·         Original music composed and added 10/24
  • ·         Figure out Easter eggs 10/10
  • ·         Add Easter eggs 10/24
  • ·         Completion 10/31