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Showing posts from April, 2020

Week 4: Playtest feedback

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Week 4: Play-test Feedback Tested Puzzle - File#13 Jigsaw Puzzle Common Questions: Will this puzzle use the name of player for better immersion? If so, how to achieve that technically?  Average Times taken to solve the puzzle: 4 mins. Game Master Script: Now that you have completed several tasks given by the professor. But he didn't tell you where to archive these files. When you pullet out the cabinet to try putting them in place, and found this:  You found the sticker underneath seems like your name. Driven by curiosity, you peeled off the sticker above it, and it indeed is your name. But the folder was empty. You recalled that the trashcan in professor's office usually has shredded paper in it. You were so eager to know why is your name appeared in the cabinet of experiment journals, that you decided to take a chance and discover the trashcan. As expected, there were pieces of papers in the trashcan... After finishing the puzzle - You were...

Week2: Prototype Puzzles - Compartmentalization

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For this week's assignment, my task was to design a prototype puzzle that involves compartmentalization elements. This puzzle requires players (at least two) to compartmentalize their surroundings to solve most efficiently, though one player can solve the puzzle anyway. Setting: Two players were locked in the lab triggered by unauthorized intrusion of a protected container (safe? drawer?). This puzzle is one of the alternative ways to get out. On the wall outside of the professor’s office, there is an emergency evacuation map. On the map, the players can find out where are the two doors that locked them in this floor. But as stated above, these locks are triggered by an electrical alarm system around the safe. And this trigger-lock system is modded by the professor himself. On the map, there was this electrical room where all the maintenance happens. (Just any room, I haven't decided yet at this stage) On the professor’s desk, There is a calendar where the profess...

Melody Project: Synth Space Odyssey

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Synth Space Odyssey https://editor.p5js.org/roger1mjh/sketches/ME3C2-2f Inspiration So the inspiration of this game is from a classical arcade game Raiden. Our idea was to make a replica of this game in P5 with melody elements. Live Demo https://www.youtube.com/watch?v=7iDwR3JnPcI&feature=youtu.be Description Originally, we wanted something more absurd - a noisy baby killer game with same mechanics. A baby crawling on the street use loud cries to eliminate every obstacles on the way. We even designed sound and animation for it and plan to use sampler to generate crying sound at different pitch. Sadly, the generated pitch are terrible, and we eventually returned back to the safe choice - midi synth. Since sounds of midi synth do not make sense to the crying baby theme, we returned to spaceship and asteroids. Overflow First of all, we had the trigger attack and release function tied to mousePressed function. Then, we map the frequency with mouseX. After that, ...