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Emotional Goals
Ethan Roderick edited this page Aug 18, 2021
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These are the feelings we would like to provoke over the
- Nostalgia concerning the 80s theme.
- Familiarity with the household/domestic themes.
- Fear of punishment from parent.
These are specific emotions that the players should experience when they have specific interactions.
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As players near the end of the timer they will feel increased pressure as a result of the imposing time constraint.
- When: At the closing of each loop. Especially if they are nearing their goal.
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What: Increased pressure.
- Measured with: Play behaviour and decision making.
- Why: They become aware that they no longer have much room or time for their actions.
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After failing from a timeout, players will feel motivated but also slightly frustrated, because of the reset of progress.
- When: After a loop resets because of failure to get the goal.
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What: Motivation and frustration.
- Measured with: Reaction to the lose screen.
- Why: They feel motivated because they can make more progress on the next loop, but frustrated because of the reset.
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After completing their objectives, players will feel relieved because of their completion of the task in a small amount of time.
- When: After the successful completion of a level.
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What: Relief.
- Measured with: Reaction to the win screen.
- Why: They managed to complete the level in the short period of time, and can avoid more resets.
Entities and Components
Interaction System
Unit Testing
Input Handling
UI
Game Screens and Areas
Map Generation
Basic Interactable Objects Design