On 6th June 2018, a specialist tutor discussion on this idea by Yi Wei (specialist in game design) and these are the notes I've taken down form the discussions :-
Yi Wei :-
-Simplified the puzzle because the core gameplays are from the controllers.
-Storytelling might need to simplified because it's an arcade game, not a commercial game.
-FEEDBACK DESIGN IS THE REAL CHALLENGE IN THIS IDEA
-Start the game with a very simple objective, something like a tutorial but it's not.
-Gives as many hints as possible.
-This arcade game idea can be categories as "experimental arcade"since it requires specific hardware.
-The player journey goes like this - Controls > Collaboration > Awe by Collaboration.
On 8th June 2018, two specialist tutors discussion on this idea by Lin Yew (specialist on hardware and presentation of the game design) and Din Tan (specialist in user interface and user experience) and these are the notes I've taken down from the discussions :-
Lin Yew :-
-Joystick can be physically made from salvaged component in keyboards and remap the keys physical based on the key assigned for the control of the game.
-Using buttons as an input and design a joystick that interact the buttons.
-Leap Motion external design needs to be decorated according to the in-game character, Institute of Justice's KEV-7. Eg. a 3D printed casing that fits the Leap Motion.
-Both of the controllers must be presentable and looks as similar as the in-game characters.
Din Tan :-
-The game best to have more consideration on visual hints than audios cues.
-Audio cues when near an objective or an object.
-Tasks/Puzzles have to be meaningful yet simple
-Joystick control for MO-3, Federal of Steel's labor robot, is preferably better if it's controlled in linear way, joystick 1 function as front and back while joystick 2 as turn left and right, instead of a tank-like controls.
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