My game is entitled SCNT Corporate. As a “choose your own adventure” game, it will have a several alternate paths for the player. In these paths, the player must choose unconsciously whether to be the person who solves the mystery in the office or if they are the one being chased within the story. As an employee of this mysterious corporation, the player begins in the break room of a corporate warehouse and encounters an emergency during the course of her/his day. Setting is the most important aspect of my game. Without being able to actually show the space as in a real video game, the text must move the player through the warehouse. The player moves through several spaces throughout the course of the game and this aspect might end up being a little disorienting for the player. The one design element I would like to incorporate is a changing color background to signify that the player is moving from room to room. For example, the break room will have a background gray color and the inside of the air vent will have a background color of black. In a way, this will incorporate a sense of space and lighting for the player. This element will hopefully convey what kind of danger they are in. For example, the player in the air vent may not be able to see their surroundings/if they are being followed. Most of all, by color coding the rooms, this may be a helpful tool for the player to remember that they have previously been in a room and that they must remember earlier clues they received. While my main focus of this game is the creation of the text of the game, I would still like the game to be more of an experience than just a simple read through story.
Category Archives: Uncategorized
Text Preview
For my twine game, I’m trying to do a sort of flash fiction football game where the user makes a series of choices as prompted by the game which is supposed to simulate the last 10 seconds of the football game. The user is able to choose a play and make decisions about what to do during that play like an actual player playing in a football game would be able to do. I was really interested in making a game like this because it really is the tiny choices actual football players make that determine the outcome of a game. And I think this game does a little bit of the same.
I plan on implementing football images onto most of the pages. I think it would help the user experience the game a little bit better. For example, where the user has to make a decision about what to do when confronted with a defender, there will be a picture of a linebacker or a defensive back attempting to tackle a runner. Also, in the start screen, the coach speaks to the user, so I put an image of a coach to make the experience a little bit more realistic. I think this will also make it a little bit more interesting for the user.
Text Preview
For my text project, I’m creating a game that could be loosely based off of my favorite show, Once Upon A Time. Basically it’ll follow a timeline of a prince or princess, there will be a male or female option, on an adventure with Captain Hook, but the Captain Hook based off the show and not Peter Pan. I want it to be fun and interactive, so I know that this project for me will be more based on the story than the design elements, but I still want there to be some design incorporated. For example, I want to add images to the background, like in The Uncle that Works for Nintendo, to give the player an idea of where they are, as well as maybe some sounds. I will see how difficult this will be for me to do. I want to keep the design simple, because the story may be so complicated, because I became a bit too ambitious. Though, I like the way I mapped my story, and I want to to keep it the way I planned. I feel like even if there are less crazy design elements, the game will be more fun if there is more to it and more choices to be made, as opposed to a simple plot line. I am definitely going to be more creative in story line and writing style than I am in design, and i think that’s okay.
Text Preview
For my twine game, I’m following the general story of Alice in Wonderland, but changing a few aspects of the plot to make it more concise. Instead of incorporating a lot of text, I want to focus on the aesthetics of the game. One design element I’m incorporating into my game is the use of images, gifs, and videos. For example, when Alice falls down the rabbit hole in the beginning of the game, I have a gif of someone falling down a hole and looking up at the light of the outside world. I think that moving images and videos make the game more interesting and interactive for the reader. Also, at another part of the game I added videos clips from “Alice in Wonderland” the movie. There’s been more than one version of Alice in Wonderland as a movie- an old animated Disney version and the newer Tim Burton version. I’m including clips from both movies; I know this may be confusing because I switch back and forth between animations and real people, but I think this adds to the disorienting feeling I want my game to have. I want the game to have a slightly dark, mysterious vibe similar to that of the Tim Burton movie.
Text Preview- Project 3
The [unofficial] title of my game is called the Pitt Haunted House, as one can assume, the game is meat to be scary. The game tells one of several stories based on the first few answers that the game players are forced to answer. Because this game is meant to be scary, color as well as image, video and sound will play a vital role in making the game player feel as if the game is coming to life and they are part of the story. The colors I anticipate on using would be a black background with white, red or gray font. While the default background is black, I feel like any other color would have less of a creepy feel and would counter the stories rather than add to them. I plan to include many pictures throughout the story, this was the game is less dry but I do not want to add a picture for every level in the game because then the game player would become distracted in my opinion. Sounds as well as video will hopefully be incorporated in my game towards the end of it to help create a dramatic and scary ending. Sounds might be okay to use throughout the entire game, but I would like to save creepy videos for the end of whatever story the reader picks. I think all these elements will make the story come to life and hopefully be scarier than the game player would have expected. Some of the stories are based off of a true story, others are fiction but I hope that regardless people find the game interesting and try to go through the whole haunted house, per say, and see which story is the scariest.
Text Preview
For my game, I am going to have it so that you play as a spy. You will have to make decisions that will affect the ultimate ending of the game. For the color scheme of the game, I was going to make a James Bond kind of theme. This would be a nice white gradient with it getting a little bit darker in the center. For the transitions, I was thinking of a very slow, nice transition that would fade in and fade out. This slow transition would allow for a suspenseful transition that keeps the player to be kept on their “toes” sort of speak.
For the font, i would use “007 Golden Eye” which can be downloaded from internet because it is the James Bond font and is the spy kind of text that I want and the font color would always be black. If possible, I am going to add music that is suspenseful in the background. Furthermore, if the player, were to choose a bad decision, there would also be sound effects for that certain choice allowing the player to know that they did something bad. There would also be images, such as of doors or keys to visually show the players what they are doing. For example, in my game the player will have to choose between a gun or a knife. If they choose a knife, the outcome will then have a different picture then if the player chose a gun.
Blog 7 Text Preview
My game puts the reader into the story, giving them options as life choices for the day that my story takes place. So far, I have changed the font to a uniform color and a font that is easy to read. However, the design element that I want to talk about is sound. I am incorporating sound into each decision and passage to help pull the reader into the story. I think that the addition of sound will help the reader feel as though they are in the story. As they hear the alarm blaring in the morning, they will understand the desire to stay in bed. I’m undecided if i will include any music, or just sound effects. But I will have to see how music would fit into the story and format. My hope is that sound will help give the reader a sense of place in their own story. It will probably take a few play throughs of my story to understand where the decisions are leading you ultimately to the two different endings.
My inspiration for this idea is from the Uncle Who Works for Nintendo. I enjoyed how the sounds gave me a better sense of the scene I was in. I’m not sure if i want my story to have a creepy aspect in the way that story did, but I will see where the game takes me. Since the main point of my game is to pull the reader into the story, i think the auditory stimulation on top of the visual and mental aspects from the text. I also want to add more visual intrigue since i have experience with HTML and I would be able to showcase my skills in a better way than my writing will.
Text Preview
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.
Prompt: Text Preview
The text preview is a description of one design element you’re incorporating into your game and how you see it contributing to the experience of gameplay. So, you might talk about color, font, animation, sound, image, video: anything you’re bringing into your game that visually or aurally shapes how your reader encounters the narrative. Be sure to talk about the reasoning behind your design choice – how you see this element helping to make your scary story scary, for example.
The preview should be ~300 words, and is due Sunday 3/27 by 11:59PM. Post it to the blog tagged “text preview.”
Blog 6: Gentrification
The core issue with gentrification is the loss of a community’s essence. When a community is changed fundamentally by means of either economic or residential factors, the loss of key pillars in identification results. A loss of culture, a loss of heritage, a loss of community pride, and a loss of history, are all part of that.
There is an interesting article that was published recently about the “food boom” in Pittsburgh’s trendier neighborhoods, and how these restaurants are creating a new vibrant culinary scene. The otherwise optimistic article goes on to lament the possibilities of older eateries being priced out of the market in favor of newer, in-fashion places. Food is just one example of this; gentrification is a multi-faceted concept that affects the lives of residents and business owners alike. When considering this part of gentrification, allowing people in the area to have a proper forum is a good goal, but constructing a place for them while allowing for people no longer in the area but with strong bonds, to continue to communicate. The dispersal of a group into a diaspora with regards to gentrification is a hard thing to tackle here, but that is the most pressing matter here, and one that aligns with the rest of my groupmates.
With that in mind, my proposal is for a media sharing site/forum that would run as a set of imageboards.. These specific sites would provide people with the ability to post pictures, short video clips, or even text, about neighborhood events. The goal would be to capture the essence of the neighborhood and provide a place for sharing within a small-focused area. Each section of the city would have its own sub-form/board, breaking the site into multiple parts. This would allow topics specific to certain populations within the city neighborhoods to be presented to their target demographics.