Week 3

Experimenting with potential levels and practising unity, working on a level from concept sketch.
I aimed to get a better understanding of Unity and testing how the player could interact with puzzles and gaining an idea what I should include in the level.
Idea of adding wrecking balls that the player had to go through to reach the checkpoint, testing the movement on the level.
Book Research
At the Winchester Waterstones store I was hoping to find a book that follow a similar theme to the game’s GDD, where I stumbled upon this book:




The rural side of the pictures, represent creativity and freedom through their colours and plant life.
All of the ideas helped me conceptualise the theme of the game and how the vibrant colours and spaces could be used, ‘The Suburban Station’ Philadelphia, United States, the tall building the station is set in reminds of the soulless Wall-street city that revolves around businesses and money, which I believe fits perfectly with the narrative in Parker’s GDD, a world where creativity had vanished harnessed by the corporations in with the narrative of the game and aesthetics I aim to try and experiment.

For our group I asked to have weekly meetings on a Monday to see what everyone’s done and hand out sprints.
Sprint 2
Create several concepts of how the level could be and learn Unity.
Week 4
Sketching out how the ability could work, the mechanic had be narrowed down and splified me and the coder Sam decided to narrow it to make it easier to understand and code, instead of a point and shoot mechanic the character could have an area sphere which all objects would go into a zero-gravity mode.

This sketch conveys how the ability could work, the player goes on an object uses the ability and rises up with the object to reach the other platform.
Sprint 3
Create a prototype level before the first playtest and manage to integrate the gravity ability to it.