Friday, October 4, 2013

Tutorial Photos and Lenses from "Art of Game Design"

Tutorial Update

As of right now there is a rough model of the tutorial because we want people to play it and see if the instructions make sense.

 As you can see, they all look really similar to the sketches. I plan to change the aesthetics once we work out the major bugs. The most important thing right now is that people play test the instructions and mechanics.
We are still working on putting the ghosts in scene two and getting the information about each philosophy to show up when the player stands by each door. Initially I wanted the ghosts to look like the animal philosophers but since I have not finished the models for those yet I had to improvise, so for now the ghosts look a bit like the Pac-Man ghost. They are an amusing place holder.




As for the third scene, there is a similar one for each
of the philosophers. Once the animal models are
finished the text in the blue boxes will be replaced
with photos.


In addition to working on the game and updating this blog I have also been re-reading Jesse Schell's The Art of Game Design  
It is described as a book a lenses, where each lens is a themed set of questions to consider in regards to your game. The book has 100 lenses so I thought I would go through a couple each week to get a better picture of the game . 

Lens 1- Essential Experience (pg 21)
  • What experience do I want the player to have?
    • solving philosophical thought experiments as different philosophers
    • being introduced to different philosophies in a non-serious way 
  • What is essential to that experience?
    • in order for the player to handle things as different philosophers they need to know about the philosophers
    • so a little bit of education is essential 
    • in order for the experience to be non-serious it is essential for there to be humor throughout 
  • How can my game capture that essence?  
    • Because the game is a platformer we are going to utilize the scenery space and the platforms for small bits of education 
    • we also used the story to set up a mentor relationship so it makes sense for someone to follow the player around and give him advice, which is really education about the philosophies 
    • our game captures the non-serious essence by using things like the arguing ghosts in the tutorial and the concept of minions 
      • both of these things are presented in a way that seems humorous 
    • We also hope to use aesthetics and comedy to keep the mood light
    • I am not sure if this is all, if not I reserve the right to change it as the game progresses. 
More lenses and such next week










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