Thursday 30 October 2014

Learning about signifiers

What are the signs in my own game?

During our most recent contextual studies class, we re learnt about the importance and different uses for 'signifier' with in games which was taught to us in our previous session but as I wasn't able to make it to that class this was a completely new concept to me.

I learnt that a 'signifier' is basically a sign of sorts. Something that makes itself present to the player and catches their attention, notifying them that they have either completed a action or still need to. So for example, imagine a big green button which is giving out a steady glowing light. This appearance of the button in a game environment would signify that it needs to be pressed as it is capturing the players attention with its bright glow and noticeable presence.  Then, let's imagine that the button has been pressed, all light drains from it and it remains a dismal and bleak green colour, this appearance would signify that the action is complete and the button is no longer in use.

Having learnt about signifiers in games, I thought it would be important for me to list my own games signifiers and explain how the character can interact with the object.


The different orbs of light 

Throughout my games levels their will be different types of orbs scattered around in the darkness which light must collect in order to restore daylight to the level once completed.

Small orbs:  Small orbs act as point system so in order to get a 100% pass of the level when you finish it, you must make sure to collect all of these small orbs.

Cluster orbs:  cluster orbs act as a check point so, if light was to faint from being 'hit' to many times, you will be directed back to the nearest cluster orb you collected. And, when you do interact with a cluster orb, it releases a large flash of light that completely re lights the level for around 10 seconds, before fading back into black. This will allow the player to briefly have a rest period and plan out where they have to go next.

Large orbs:  The character light, is only giving off a small warm glow throughout the game that gives you a limited view of the level but this can be affected by picking up a large orb. Large orbs act as a big boost of power, which light can use to increase the amount of glow they produce, increasing the lit area that the player is able to see but this will only last around 10 seconds and then it will eventually fade, leaving you with what you started off with.


'Shadows' (Dark's henchmen):  Throughout the level their will be hidden enemies lurking in the darkness. These are henchmen that have been sent out by dark to try and steal all the remaining orbs of light left behind which they do by eating them. They will be completely invisible to the player until the orbs they have eaten begin to glow in their stomachs.  It is then the players job to locate and fight the darks henchman to release and collect the orb.

Forest creatures: As your main goal as Light is to collect the orbs and make your way through the level, there will also be a secondary mission, which is to find and save the lost creature from the darkness and they will be hidden somewhere in the level.

Harmful objects: Throughout the level their will be certain objects that Light has to steer clear from. These will be different types of plants and foliage for the early levels as I want the environment to be set in a mystical forest.


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