Summary
I roughly summarized our game and refined the explanations.
Our game production process roughly includes: Brainstorm, Ideation 1, Ideation Presentation, Implement - Final, Final Presentation, and Finalising.
In Ideation 1, we divided the game design into Visual, Narrative (World setting), Gameplay, Level Design, and Character design.
Ideation
Highly original design concept that is easy for players to intuitively understand the rules and goals.
Excellent design of slides conveys concept to best effect.
A programming design that makes it easy for players to join in and take part.
A clear and special game environment with a unique problem, and fascinating characters for players to become.
A game with an interesting and innovative twist.
A design with clear pillars and a robust production management system.
A clear and achievable prototype plan.
A dynamic and engaging presentation that hits the points, but doesn't lag or go over time.
Clearly communicated and delivered.
I went through our written material starting from the game flow and checked for any gaps. I noticed that we lacked descriptions regarding sound effects, so I added a supplementary table here.
I have considered it from player interactions, environmental ambiance, and trap trigger warnings. Player interactions and trap trigger warnings are important for providing feedback to players. Without such feedback, the gameplay experience may feel strange. Environmental ambiance sounds are used to make the environment more immersive.
When considering ambient sounds, I approached it in two ways:
1. Imagining myself immersed in that ambiance.
2. Listening to relaxing ambient audio and videos for inspiration.
I drew inspiration for water flow, wind sounds, and animal noises from the following videos. They perfectly align with my vision of a relaxing game experience.
I also had a handover session with the game programmer this week, providing additional explanations and adjustments for traps in the game. In the first level of horse racing, there are no traps that lead to the end of the game, which better suits its role as a tutorial level. Overall, traps fall into one of the following categories:
1. Slowing down player speed
2. Interfering with and testing player actions
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