1.

Room 1: Attack is taking place, NPCs will lead character to Temple/Room2.

Room 1A: Small room with exposition/ future tie in

Room 2: Ritual is taking place. An item will be collected to

Room 3: Another temple, item will be brought here to trigger story event.

Room 4: Similar to room 1, but the action has destroyed town. Not much can be done here as it will quickly transition to room 5.

Room 5: Aftermath/ sent back to future.


2. When designing the monster attacking the village, I intentionally designed it to stand out and immediately communicate what is happening. Using the concept of Icons (pg 27) to do so, with a blatant inverted cross on its chest. I also gave it a humanoid shape but a third eye to give the player a scale, with the smoke and structures below it to show its size. The third eye also helps identify what the background is of the final room, making it an Icon in of itself. For a transition I tried to use a “action to action” transition (Pg.70) with a sudden change in the village after an action is taken place in room 3. However most of this story is done so with a ”subject to subject” transitions, going inside buildings.  The wavy transition and immediate change in the outside, I believe, would have done a decent enough job to convey that effect. For timeframe, I kind of used motion (pg. 107) to show a progression. The smoke in the background gets taller after actions are taken. I also used a fade to white transition effect during the change back to the present in order to simulate a quick change in space, as motion in space seems to be drawn as white after images.

3. 

The lessons I took from the theme park videos and readings helped me think of the point of view of the player. The first thing I believe they would notice is the giant figure, and below that is a collection of sprites to interact with. Those then guide the player to the right. This is not exactly on a track so I had to use bitsy to make a sort of eye track, where there is an imagined set path, I believe the player will take. For environmental storytelling I used some motion to draw attention, smoke in the distance and people outside waving their arms. The color scheme for the outside was made to intentionally evoke a red sky during a large fire. I believe the architecture, basic houses, and temples, as well as wizard looking characters, will immediately convey the time period is medieval fantasy. When entering a room, I made sure to make it appear smaller than the inside and fill it with more details to make it look more lived in, as much as possible in Bitsy. While the first temple is clean it does have designs that look magical in nature, and the other temple has random pots and stone tablets to convey a much older feel than the outside rooms. 

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