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.

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