Task List
- Finish with
character (animations, controls, camera)
- Start making level 1
look pretty in Maya. After that is finished, bring it into unity and combine
the character with the level.
Lens # 82: The Lens of
Inner Contradiction
·
What is the purpose of my game?
The purpose of my game
is to entertain people with the use of simple stealth, mini puzzles, and points
of rushing and the sense of overwhelming danger.
·
What are the purposes of each subsystem
in my game?
The stealth is to make
the player be careful about what they are doing, no game is fun when you can
just run past everything without having to worry about anything.
The mini puzzles are
to act as a exercise of patience / exploration for the player. Trying to time
when the coast will be clear for your advancement / trying to find new and
easier ways around certain points where it seems like you are presented with an
unbeatable bottleneck.
The rushing and
overwhelming danger are to make the player enter a state of excitement. Most
stealth games lack this and instead use the possibility of danger instead of
danger itself.
·
Is there anything at all in my game that
contradicts these purposes?
No. My game is to be
as simple as possible in the sense of mechanics
because overcomplicating of them will only make theses purposes more
diluted.
Lens
#83: The Lens of the Namelss Quality
·
Does
my design have a special feeling of life, or do parts of my design feel dead?
What would make my design feel more alive?
My games design has both. A
static environment and a dynamic danger. Guards will be moving around
and going around corners or going down long hallways will be risks
the player will have to take not knowing what awaits them. I could make the
environment feels more alive by making it so that things can be changed, but i
feel that making that a reality is unrealistic at this point.
·
Which
of Alexander's fifteen qualities does my design have?
·
Levels
of Scale (telescoping goals)
·
Strong
Centers (our avatars are the center of our game universes)
·
Boundaries
(games are all about boundaries; rules are boundaries)
·
Contrast
(between opponents, reward/punishment, what is controllable/what is not)
·
Gradients
(qualities that change gradually)
·
Roughness
(getting away from too perfect - seeking house rules)
·
Echoes
(when the boss has something in common with his minions)
·
Simplicity
and Inner Calm (simple - small number of rules that have emergence, well
balanced rules)
·
Not-Separateness
(something is well-connected to its surroundings)
·
·
·
·
Could it have more of them, somehow?
There is always something that can be
done to have more.
·
Where does my design feel like my self?
My design is more focused on trying to
emulate the surroundings that the level is taking place in rather than trying
to emulate myself. What is self anyways and sometimes its better to think on
whether or not we should instead of whether or not he can.