Posted October 22, 2021 by binnalee
Binna Lee and Sophie
Design Development
BR1: 1st prototype and development: we started with plane box room testing lights exuding from the walls (without main light)to create a dark but hopeful ambiance to evoke a feeling of loneliness and isolation. And we scripted a code for the sound and light interaction between the player and the very balloon using an empty game object's collider. what we envisioned was that the light effect triggered by the player drops a pin light from the top of the balloon so the player can see the light from the top and on the ground. However, the light drop on the ground wasn't successfully exhibited through the testing. we decide to get rid of it but replace it with particles and music note icons. The user interface we tried worked fine.
BR1: 2nd prototype and development: The first Room1 idea was an individual room using teleportation to BR landscape. Instead, we locate the room surrounded by transparent wall materials into the landscape. Doing so the player experience feelings of isolation, frustration, etc, while seeing the world outside of the confinement as the wall is transparent. we thought it would be a great set up to motivate the player to escape the room, but being impeded. In Conclusion, the room and landscape integration create more interesting play interaction and experience with the transparent wall material as it is tempting to see outside of the room from the player's perspective in a confined state. this desire usually, (from personal experience) encourages the player to wonder why you are stuck in the room and why cannot go out which is in line with our concept, leading the player to seek other resources to destroy the walls. Doing so the player obtains skating ability from zero ability by the wall dropping down and the player move on to the next experience in the balloon landscape exploring and collecting words.
With the core idea of Autism Pride, the player's overall interaction and stage experiences are well organized and demonstrated through continuous brainstorming and active discussions. The Player's experience became cohesive with the game concept through design iteration. Everyone took their parts and worked hard which led us to complete the project. Through this project, I enjoyed coding a little bit more than suffering. Haha, keep repeating and practicing!
Working through Unity Team was a significant hindrance for teammates to work more efficiently and smoothly. Synchronizing old files over newer ones caused huge delays in project development because we spent significant time syncing each one’s work which was quite difficult.
Because of Unity Team, I learned a huge lesson on how to plan design and dev development processes better for a group project. Concept should be done first then I was able to envision what activities would be involved in the gameplay doing so, save time. then in the second step, designing play and action mechanisms should be done according to the concept that conveys metaphoric activities. Mapping and clear communication of a big picture of gameplay and mechanism for all team members was a crucial lesson.
I used Text Pro
More stages manifested various sensory experiences and interactions in the mundane life of autism. Replace balloons with more figuratively related objects to enhance our concept in the balloon room and landscape.