It was now time to go deeper into details following the last version of the level design. We knew what kind of actions and interactions the player will have to do, but it missed us several aspects to have a complete immersive game experience.
The UML’s goal was to built a diagram of the player flow. It needed to cover in details every aspects of each phases and every options / paths that the player could do / take in the game.
It was the last step before to enter into the production phase, so we couldn’t afford to make mistakes at this stage. For the UML to be as complete as possible, we decided to put informations about :
- Sound ambient / Sound effects
- Smartphone interactions
- Screen informations
- Visual and physical feedbacks
- Camera view
- Characters talks
- Elfi talks / help
- Wido talks
- New objects
- Obstacles / Ennemies
- Exploration book
- Game saving
It’s also at this time that we thought our main characters needed to have a personality and some characteristics which will define them and make them unique. It also permits us to write better talks for each characters and develops later their Intelligence Artificial (IA). It was also important for the characters design stage later. And overall, bring personalities to game characters is better for the player’s immersion.
Important point about the deadline, at this stage of the project we went through our planning and estimation for the production tasks (both development and design) and we came to the conclusion that we couldn’t make it on time. We had no other choice than reduce our ambitions and for that we needed to take an important and painful decision. Our game prototype couldn’t cover all the Fenrir myth as we had design it, instead we decided to produce half of it (until the Nidavellir’s door puzzle game phase). Sometimes you need to do this kind of hard choice to be able to deliver high quality project, instead of being bounded, not doing any concessions and head straight for disaster.
End of post 13 — Next post : 14. The exploration book
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