Monday, April 21, 2014

Prototype Digital Game

Blog Post 4


Prototype Digital Game


     In my Game Studies class, we (the class) were tasked to create/design a game within GameMaker Studio. After being partnered with a fellow peer, we set off brainstorming the narrative and the level design concepts - lists of assets were made and the game began to take shape. My role in the project was to program the game and design it. Class Time! is set in SJSU's art building's bottom floor. This prototype was derived after several iterations and is by no means near the finished ideal state.

     The basic design is to have the player set off collecting test supplies for their class. Once the supplies have been found and collected, the doors to the classroom open up to indicate you are ready to enter. Upon entering however, you find that the class was canceled. You enter with no one else there indicating a message must have gone out telling students class was canceled, but you were the only one who did not check their messages. The game ends there. In this iteration, there is a lot of open ground for the player to cover. My first time in the art building was a bit daunting and the size contributed to my confusion. The scale was taken directly from the on-line map of the building. The player model was compared to size and the scale stayed the same. The map size and the fact that you can't win, was intentionally frustrating.

     Future iterations could involve random starting scenarios that will provide more of a backstory. A time system would further create player driven choices - you missed class, but do you try to still collect your materials and enter the test late? Do you just say screw it and go home? Do you actually check your messages and see class has been canceled?


https://www.dropbox.com/s/cv759sqeuazuufo/ClassTimeFinal.exe

     Most of the obvious questions I am aware of, but a question I'd like general opinion on is whether or not the layout is too big.