Week 6 – February 23th

This week, we made significant progress on the game’s intro scene, completing most of its development. Additionally, we finalized a prototype for the “unlock door” mechanic.

Intro Scene Demo

As part of the intro story, we want to integrate a calibration process, allowing players to familiarize themselves with the game’s core breathing mechanic through an improved version of the rocket prototype. This intro sequence is intentionally designed to feel artificial. On one hand, it helps players visualize their breathing patterns, providing clearer direction for the gameplay that follows. On the other hand, it creates a contrast with the more natural breathing patterns they will experience later in the game.

Challenges & Adjustments

Unlock Door Prototype

For the first natural breathing challenge, we aimed for a simple and intuitive puzzle that allows players to apply what they’ve learned. We explored various ideas, such as a mechanism involving a container or a heavy object that requires holding one’s breath to lift. Ultimately, we chose the “unlock door” mechanic. This decision was driven by two main reasons: first, it fits well within our narrative and fantasy setting, and second, it is easy to understand while also offering sustainable interactions that can be expanded upon in future levels. In this mechanic, players place their palm on a stone tablet mechanism and hold their breath continuously to unlock the door.

Plans for Next Week

Next week, our primary focus will be preparing for the Halves presentation. This includes finalizing all content we committed to completing before Halves, discussing our progress with our instructors and consultants, creating presentation slides, and rehearsing.

After the Halves presentation, we will gather feedback from instructors and faculty, then conduct an internal discussion to refine and solidify our future development plans.