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)

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