Throughout this project I’ve been sketching and doing a lot of work in my physical portfolio. In this sketchbook I’ve outlined the final refinements for Doctor Water. Most of these changes have come from feedback from peers or feedback from the 1 on 1 meeting and some just because the previous work no longer suited the games vision. Here is a list of the changes I’ve made: 

Reduced the number of areas 

  • I had previously mentioned the idea of featuring six areas in the Mechanics section however, to streamline the game and focus more attention to and delve deeper into the water issues I’ve reduced the areas down to four. This allows me to properly address, in my opinion, the most prevalent water crisis issues.  

In addition to reduced areas, I’ve now give each area and name and come up with inspirations for each area. 

  • Londinium (UK-Inspired) 
  • Nefarun (Egypt-Inspired) 
  • Bayonara (Cambodia-Inspired) 
  • Andemara (Chile-Inspired) 

Weapon changes  

One of the bigger changes I’ve made is changing the weapons, initially the bow was the primary weapon, however, with the removal of a Mongolian inspired map there’s was no need for a bow. As such, it’s been replaced by 4 new weapons each inspired based on the cultural and environmental themes of each area, each have their own untility in solving the puzzles within specific areas. The new weapons are: 

  • Sword – For Londinium  
  • Slingshot – For Nefarun  
  • Fishing Rod – For Bayonara 
  • Snow Launcher – For Andemara  

Although I’ve changed the weapons completely the underlying weapon principles remain. The core mechanics behind the weapons remain the same, they are used strategically to divert, slow, and solve puzzles rather than causing harm.