Scene: 2.2_Lobby

Scene: 2.2_Lobby is the first scene in the game that includes interactive items. It’s where the player begins investigating objects for the first time.

Since Olivia’s background artwork didn’t have separate layers for individual objects, I need to add Box Collider 2Ds on top of the background to make them clickable. And since Box Collider 2Ds can only be rectangular in shape, I sometimes had to use multiple colliders to fully cover the clickable areas. Also, since I couldn’t predict exactly where the player would click, I had to cover most areas that looked like they might be interactive to ensure a smooth experience for everyone.

Clickable items in the game

Object Clicked: Light

Object Clicked: Lobby Table

Object Clicked: Chair

Object Clicked: Tea Cup

Object Clicked: Stairs

We designed Scene 2.2 as a gentle introduction to the investigation mechanics of the game.

In this scene, players become familiar with the core mechanics: when hovering over clickable objects, the cursor changes shape, and clicking triggers dialogue or information. All the items in this scene reveal one thing, someone has been living here, but there are barely any signs of guests. It seems like only one person has been using the space. The lobby is currently empty, and the player is encouraged to go upstairs to continue the investigation.

I anticipated various situations where players might click “NO,” so I added some dialogue in the “NO” block to make it feel more reasonable. However, after several playtests, I found that almost no one actually chose “NO.” Still, based on my own experience playing RPG games, you never really know what players will do, so it’s always better to prepare for all possibilities.

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