Game Log 3 - Imagine


Game Log 3 - Imagine

Citizen Experience Mapping

Duration: 25–30 mins Goal: Map out what a player thinks, feels, sees, hears, says, and does while experiencing the game. Steps:

  1. Create a circle representing a player persona and divide it by sensory experience.
  2. Map desired experiences and discuss how your game delivers them.

Through this method we down-scaled our scope and found some of our most desired experiences to work with further.

Decision Dash

Duration: 15–20 mins Goal: Prioritise ideas through team voting. Steps:

  1. List ideas in rows.
  2. Each team member assigns 1–5 dots to each idea.
  3. Rank ideas based on votes.

Throughout this method we listed existing ideas and came up with new ones. Then using our narrowed scope from the earlier method, we found the mechanics and object that are most relevant for our game prototype:

Core game

  • First person VR
  • Sandbox
  • Soundtrack & sound effects
  • GUI + tool tips
  • Controller
  • Text on screen storyline | cutscene

Gameplay

  • Cannon (1st priority)
    • Paint gun
    • Eraser/power wash
    • Transform tool - scale, rotate, move
  • Trampoline (2nd priority)
  • Balloons + float (3rd priority)
  • Buttons | levers | switches | pressure plate (4th priority)
  • Stickers (5th priority)

Interactive Mockup

Duration: 45–120 mins Goal: Simulate gameplay and interactions. Steps:

  1. Design digital/physical screens and link them.
  2. Test player flow and interaction.

Our mockup was a quick VR prototype, testing for the scale of our game. We have decided on a sandbox game where the player sees the world from a “childlike” view and thereby wanted to test the scale of our world. To test different scales we build a Unity mockup/playtest where each different colored room is a different scale:

Playing with different scales allowed us to “remix” the culture based on childlike perspectives as well as test how size can affect the experience of culture and the equal(ity) access to culture.

Playtest

reflection

Our playtest provided much useful feedback which we are in the process of reviewing and integrating in our next steps. These steps will be quick production of different game aspects, focusing on getting different core game elements to work and creating sandbox game elements.

Feedback

  • 3D version af aros 
  • Climb up the wall
  • Em feedback
    • It is most fun to go all the way up to the painting 
      • Mostly with the glue gun or stickers 
    • It would have been cool with multiplayer
      • Glue gun and cleaning gun
    • Missing a run button 
      • When turning you can add a black border to make it less nausea 
    • The smaller Em was the better they thought it was
      • It is fun to be very far away 
    • Glue gun could be fun to stick things to the paintings 
      • Sticking something to something is fun and easy to understand 
    • One painting and a lot of things to stick on it goes well into remixing. It could be fun with just a box of stuff with the things you can do to the paintings.
      • Sticker we #weGame (plug, plug, plug)
    • Music?
      • Make it so it fit the periode
    • Sound
      • Sound effects 
    • Trouble in terrorist town
      • Heist
    • Who’s your daddy (game)
    • Implement more than we innovate.
      • Start by making the start and end. Then we can make everything else in between. 
      • Make one or two interactions.
  • Jarle feedback
    • It seems a lot bigger in VR than in real life (casting)
    • It is massive, absolutely massive (the painting…)
    • A normal museum is "laaaame" - he likes the scaled version 
    • Lots of laughs 
    • Make small passages for the children to explore 
      • Create a hole in the wall for children to explore other rooms
      • Maybe more of a labyrinth
    • Could be cool to not get people to walk from room to room, but shrink or grow or something to explore the different rooms at different scales. Alice in Wonderland vibes. 
      • Adjust the near plane? He thinks that scale is not a big issue.
        • Camera clipping plane
    • Intro scene could be the guards giving the children a speech about what they can and cannot do at the museum. 
      • Mikkel though: Maybe we could do it a bit like Subway Surfer. So just a small intro that sets the mood for the game
      • Give him a weird voice and a donut 
  • Vittoria feedback
    • Use the tallest ones
    • A player can get really close and realize how tall it is, but at the same time it is cool to look at from a far.
  • The other lady feedback
    • The funny thing is that it is exaggerated. Is it fun that it is that big… 
  • Kasper feedback
    • Guards
      • It is a guards nightmare - a child's dream
    • Speak 
    • Feedback to when you do stuff to the painting 
    • Warning - “Only try this at home”
    • Think about why it is important to preserve art? Why is it important to teach children about art? We do not have to precisely implement it in the game, but think about it. 
      • Em: a child could think they are fixing it by sticking stickers or paint it 
      • A child might think they are doing something right for the art but in the grown ups world that would be forbidden. 
      • Paint over something - erase and paint over

 

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