Week 4 – Theme & Style
Design Sprint: 4
Priority Rank Quarter Feedback
Digital Prototype Iteration
Updates
- Different in-game viewpoints
- Selector Bird view More information
- Explorer Third-person point of view Less informa
- Allow Explorer to nudge Selector’s agency
- Each patch has its high/medium/low probability of Bad Opachis
- Patch color defines its probability, but it’s a hidden pattern
- Patch color only visible to Explorer
- Explorer can discover the pattern and choose patches with a higher probability of Bad Opachis to give Selector
- Explorer can discover the pattern and inform Selector a probability to help with selection decision making
- Adding cost to the game
- We added turns limitation into the game to bring urgency to player’s mind
- We didn’t choose a real-time limitation because AI might have the privilege of computing speed
Test Link: https://moontwist11.itch.io/hai-v21 Password: opachi
Theme & Story
We did a theme brainstorming
- Brainwriting: we put down each teammate’s interesting fantasy to associate with the gameplay
- Affinity diagram: we categorized all fantasies into a theme according to their similarity to each other
- Pick: we each voted 4 favorite themes and look for reference games
- Settled down on candy kingdom 🎉✨🎠🎡
Finalize theme
The Candy Kingdom is having a census across all 4 neighborhoods. Explorer and Selector are both census takers. But they are newbies. They need to collaborate on this job: A person goes to knock on candy citizens’ houses; Another person sits with a remote console, receives information, and categorizes candies into 2 types.
Next Week, Maybe…
Iterate demo based on this week’s discussion with clients
Playtest first time with naive guests in Hunt Library and collect feedback
Design a detailed thematic environment in each neighborhood of the candy kingdom
Create a bigger set of Opachis (now Candies)