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In my game I will be focusing on the written narrative of the storyline for the most part. This is because I thoroughly enjoy my story line and can think of a million different scenarios and occurrences that it could allow to happen. Because of this I won’t be putting all my effort into having extremely detailed elements, but I will be incorporating numerous design elements. I definitely will be including animation, color, font, sound and image.

For my story line there are both sexes involved. Although some of the paths may seem to have more of a female or male tone to it, a girl for boy can definitely experience any of my storylines in real life. So, I am looking to remain neutral on the design. I have chosen to use a green color scheme. On the outside is a darker green surrounding a smaller box with a lighter green background fill. Above the light green box will be an image running horizontally across the top of the screen. This image will be of a party scene most likely, to set the vision I had as the creator. I have yet to decide if I will have this image stay there throughout the storyline, or if it will disappear so the player can use their imagination more. On the smaller text box, the font will be calibri and be the color black. There isn’t a necessarily “spooky” or “happy” undertone to the story for example, so I don’t think it is necessary to try and find a special font. Again, I would like the player to focus on the narrative provided and I think too much going on where the player would be reading can only take away from the most important aspect. I plan on having animated transitions. Not anything distracting but most likely a fade in/out between stages in the game. Lastly, I will be including sound. I have not figured out if this would be possible, but what I want to do would start off without any sound. Then, the player is presented with the first choice which leads to two very, very differing scenarios. Depending on which path the player choses at the start, I hope to be able to include low background music that kind of represents the “space/place” the storyline has taken the player to.

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