Game Log 3: Imagine


1. Imagine Methods

a. Rapid prototyping

b. See attached pictures

2. Game Mockup: Games through Culture

a. This helped us decide where the main components are placed, the overall layout and the vibe of the game.  Feedback from a member of Coding Pirates also steered us towards a more static background and a conveyor belt, so the items appear more meaningfully and a story concept is present.  The factory and cauldron adheres to the original artwork we were inspired by, as this kitchen/manual labor vibe is now present. 

b. Small elements can be tweaked, e.g. the debris when grinding on the grater should not fall to the ground but go in the direction of the cauldron. The mapping between input device (mouse) and how the items grind are also being tweaked with a new transfer function.

3. Game Mockup: Games for Culture

a. We are trying to introduce more ethical gaming so to say. Gaming where the experience does not end as the game is quit, but where the player will reflect on their actions after ended gameplay. The game is not the standard aesthetic game but is made to provoke feelings with added sound effects and visuals just as an artwork can be reexperienced through discussions with co-experiencers and others in your network.

b. In terms of further development, not considering improvements in mechanics or interaction, a short study could be made on what people find valuable. A puppy or a baby is a mere guess from us developers, but it is individual what potential players could find conflicting to grind. Another version of the game could consist of different controversial player types, that are "forced" to grind these items instead, but this will not be in this version of gameplay xD

Get Grind the World

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