Playtesting Notes from 6/5/14

On Thursday we had a playtester come into our meeting to try out the current gameflow of Remembrance. Overall there was positive feedback about the control scheme and how the game flowed from apartment to terrain world to the memory bubble. In addition, the dialogue boxes that are prompted when player approaches an object were also met positively. The playtester was able to infer that their character was not confident about herself. a theme we are trying to integrate into the gameplay. Below are the playtesting notes.

 

RemembrancePlaytest1

5/29/14 Meeting Notes

Gameplay mechanics were discussed during this meeting. To further promote agency within the game, we looked at games such as Dear Ester and Gone Home. Gone Home primarily has the player interact with objects within the home, prompting a text object. The same concept will be used in the Art Room. The player will have to look around the room and interact with object. Interacting with an object will prompt a text box explaining what it is and who’s painting or sculpture it was. Interacting with it will make the object fade and “dissolve” into particles that the player absorbs. The final artifact that you observe is your own, which then triggers a new ability and opens up a portal to exit the memory bubble. However, instead of the whole easel disappearing, only your canvas turns to white. 

In total, 4 easels/canvases and 2 sculptures will have this feature. 

In addition to this, with art assets starting to come in, we have implemented a more efficient file structure on Dropbox to make file sharing easier. 

Notes and To-do List

From our meeting on 5/8/14

  • 5 worlds have been agreed to start modeling assets for. Of these worlds are:
  1. Bedroom
  2. Art classroom
  3. Library
  4. Family Room/Living room from the character’s original home town
  5. Church
  • It has been agreed that the progression of the game will go from artifact from the apartment, that triggers the memory world, leading to navigating a terrain puzzle that leads to the actual memory bubble where the player will play through a memory
  • Concept art has been created that depicts a progression of the character’s personality from shy to more outgoing
  • Each memory world will have it’s own theme and color scheme to correspond to the artifact that the player will be taking back with them to the apartment 
  • Tasks have been assigned to each team member
  1. Anthony – character modeling and asset creation for the art room
  2. Caroline – Asset creation such as abstract sculptures and art room supplies to place in the room
  3. Lina – Texture creation and modification for such models as well as additional sculptures
  4. Kenneth – Further Prototyping to create platforms within the memory world and gameplay mechanics
  5. Jichen – Fleshing out the backstory for each memory bubble  

5/5/2014 Meeting Notes

To Do for Thursday:

  • Flesh out the memory world bubbles and the back story each will have. About 5-7 memory bubbles with about 2-3 mins of gameplay.
  • Each memory bubble can reflect a past event or what made her leave her small town to go to a big city college. 
  • Flesh out the art style we want the game to go into, what degree of minimalism do we want? 
  • Draw out level designs and how the environment could look 

Kitchen (So far)

Kitchen (So far)

Hey so today is a little hellish on the schedule so I will send you all the assets when I get back from delaware later tonight possibly midnightish.

so with this particular piece I added in and textured/UV’d
-The Chair
-Table
-Upper Cabinets
– Plate (although the plate can just throw in a material from unity due to extremely basic geo)
-Ceiling Fan (Also Animated which I will send an FBX)

I was thinking of going with a low saturation vibe due to the situation kind of neutral negative which I felt the focal points would be the fan blades and the chairs which would display a higher saturation if the conversation is happening around there.