Development & Gameplay
Brainstorm:
Inspirations:
Project Management:
Process:
One of the original mechanics that we had in our game was using image recognition to spawn objects such as the bridge and stairs. The objects would then follow the image around. We decided to take out this mechanic because it was very buggy, it took a while for the objects to pop-up on top of the image, and at times the objects wouldn't follow. This disrupted the flow of the game and some people were also frustrated trying to get it to work.
Playtest_Videos
Feedback:
We were able to obtain feedback through playtests and questionnaires. When playtesting at game night we were able to find that it was difficult for the players to interact with both the phone and the image cards at the same time. We also found that it was frustrating for the players because the image tracking would occasionally stop and in turn disrupted the flow of the game. At Wonderville one of the main feedbacks was that the cards that you scan to spawn the level felt like an extra barrier of entry to the main gameplay and seemed unnecessary to scan every time to start a new chapter. We had designed the levels horizontally, and even though we thought it was simple to navigate, others felt that they didn't know where to go. To improve on this we could add an element to show the direction the player should go in, like a beacon or a particle system near the body part. Something that players wanted to do but couldn't was moving and reorienting the spawned object in the scene.
Full_Gameplay
Get Cassius
Cassius
Cassius is an AR game centered around the story of a lost girl.
More posts
- Game JournalDec 13, 2019
- PostmortemDec 13, 2019
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