Actively considering the level design during this weeks challenge allowed me to develop and integrate the narrative and reduce some of the friction associated with learning the gaming mechanics.
Investigation
Having a multi-stage quest vs a series provides a better sense of achievement (Howard 2008). Working through a more traditional, simplified 3 act structure than I had originally planned allowed me to develop a series of 5 quests, a series of achievements, along with a procedurally generated random quest concept.
Evaluation
Evaluating the effort needed to achieve all of these goals would exceed the time available to complete the prototype. The breakdown of the quest system requires a strong UI to provide feedback on progress, and the current state of the UI is sub-optimal.
Goals
Improving the quality and art alignment of the user interface and providing the player with a sense of achievement. I’m going to implement an achievement tracking system providing consistent feedback on progress. Developing the UI component in line with the art direction, using a real wood texture or hand-sewn leather. Achievements should cover facets of the game mechanics.
The full questing system will be documented in the GitHub tracker as a future development once the UI can support a quest progress window.
Results
Leaning heavily on the art direction design, I wanted the UI to have a hand made quality, made out of wood or leather. Exploring a few techniques (Chapman 2011) and some easing functions (Strachan 2021) resulted in a coherent, juiced notification.
Reflection
I hadn’t previously considered using a questing system to develop the narrative. I think it provides an opportunity to incorporate several plot elements and mechanisms to introduce the game mechanics flagged as issues in the playtesting. Reducing the scope to support just achievements feels incomplete but does provide the player with a small sense of accomplishment.
References
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CHAPMAN, Callum. 2011. ‘Common Elements Used in Wooden UI Design’. [online]. Available at: https://www.webdesignerdepot.com/2011/03/common-elements-used-in-wooden-ui-design/ [accessed 14 Mar 2021].
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HOWARD, Jeff. 2008. Quests: Design, Theory, and History in Games and Narratives : Design, Theory, and History in Games and Narratives. CRC Press LLC.
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STRACHAN, David. 2021. ‘Easing and Tweening Scripts in GameMaker - Just Things Made By Dave’. [online]. Available at: http://www.davetech.co.uk/gamemakereasingandtweeningfunctions [accessed 20 Mar 2021].