Wednesday 5 November 2014

A piece of contextual studies

Creating signifiers in our game 

In one of our more recent contextual studies classes we learnt about the significance of signifiers in games and what they represent to the player which is a concept I wrote about in one of my earlier blog posts. We were then set a task to draw or create a sign that will exist in our game and then present our design to the rest of the class. This task got my thinking about the different objects and creatures that would be appearing in my game, how exactly were they going to make themselves apparent and show the player that they could be interacted with.

I decided to design the objects that my character was going to interact with the most throughout the game, the orbs of glowing light. They would be able to stand out to the player and show clearly that they are important to investigate as they are one of the few parts of the level that will be clearly visible in the darkness the entire time, due to their pale white glow. They will essentially help guide the player throughout the game as, if you follow the orbs, you are going to find the end of the level far more easily. Scattered throughout the level will be different types of orb and each type does a different thing. Small orbs act as a point system, large orbs are a power boost and cluster orbs are a checkpoint and rest point. The image below is a example of what the objects will look like in game and how large they are in comparison to Light.




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