Preparing for halves, we made a slide structure. From our instructor meeting, we improved it by organizing it into 3 parts: Tech, Visual Design, and Game Design. We decided to talk about how each part has iterated and what we decided as our current direction.
For design, we wish to utilize the room more, and work with our constraints, mostly for form, time, and number of people. Our advisors suggest that we shift to only having 3 people in the room, which would reduce the design constraints.
We also got a new idea of using Code names’ rule, because it fits with our gridded format.
During the meeting with our faculty consultant, Dave, we shared the difficulty we are currently experiencing:
- Asymmetric across the platform; room people don’t have feedback
- Experience need to be short and easy to understand for the festival
Dave saw the markers for calibration and suggested also using track markers for potential game items, which is something we could explore based on needed mechanics.
Sharing our game ideas with Dave, he suggests we focus on building the feeling of discovery as the gameplay. For example, for a ghost-fighting game, the main moment can be finding the ghost, rather than repeated actions to fight. We can let our designs focus on small moments of discovery. He suggests thinking about Verbs for 2 parties
- AR: Know Directions and location; guiding and helping find
- Room: Finding shape, positions, learning and sharing physical information, physical interaction
We also need to watch for turn-based experiences that go back and forth, and look for more overlapped experiences for both parties. For example, something involving reading would be slower, requiring the other party to wait. We need to design pacing of the things communicated
In addition, he also talked about using Lightweight server to track skeleton data and open source tracking servers.
Moving on, we keep developing game ideas focusing on these aspects.