Difference between revisions of "Game Proposals"
Line 18: | Line 18: | ||
[https://youtu.be/wnhcbN2GVG0 Patrick's Game Proposal] | [https://youtu.be/wnhcbN2GVG0 Patrick's Game Proposal] | ||
+ | |||
+ | (Edmund):Hey - I liked your presentation and paper prototype. It helped get the message across. A few ideas you can take or leave: | ||
+ | |||
+ | Perhaps ‘background’ minigames, or other objects of interest can be hints or clues as to what/when to do things. These could let you switch focus (either to help, or distract the player). I remember a good example from school in the form of a long list of test questions with the instructions: Read the Entire Test Before Beginning. The last question simply said ‘Write Your Name, But Don’t Answer Any Questions’ and of course there were only a handful of kids who did this. Come to think of it, some prank mechanics like this might also be useful to you. | ||
+ | |||
+ | I think there’s a lot to play around with in terms of a player’s authority re: time. Maybe you can look into narrative devices like active narration, or characters (protagonist/antagonist) that preach or challenge the patience mechanic. |
Latest revision as of 10:33, 19 February 2019
Edmund's Game Proposal 2/7/2019
Possible Tools
RPGmaker: for easy/built-in item, or resource manager
Unity: 3D/more visual detail, agent pathfinding (for if a Pikmin-style game)
Reference Links:
Ivana's Game Proposal 2/7/2019
(Edmund):Hey - I liked your presentation and paper prototype. It helped get the message across. A few ideas you can take or leave:
Perhaps ‘background’ minigames, or other objects of interest can be hints or clues as to what/when to do things. These could let you switch focus (either to help, or distract the player). I remember a good example from school in the form of a long list of test questions with the instructions: Read the Entire Test Before Beginning. The last question simply said ‘Write Your Name, But Don’t Answer Any Questions’ and of course there were only a handful of kids who did this. Come to think of it, some prank mechanics like this might also be useful to you.
I think there’s a lot to play around with in terms of a player’s authority re: time. Maybe you can look into narrative devices like active narration, or characters (protagonist/antagonist) that preach or challenge the patience mechanic.