Game Log 3 – Sprint 1


1. Rough Mockup

From last sprint we figured out following elements to be our MVP elements, for the rough mockup the bullets marked with bold will be implemented

  • MVP
    • Gameplay UI
      • Start button
      • Timer
    • Animation
      • Ghost
      • Ambient scary surroundings
      • Ambient sounds
      • Ghost getting closer, appearing, scares you by giving a shock
    • Gameplay interaction
      • Player has a rectangle object in front of them that dims as timer goes down
      • VR 2d Canvas rectangle where player can draw on when pinching
      • Painting affects timer positively/will stop time
      • Copying colors from real world to current pallet <- AR component

1.1 Technical Documentation

  • Design and crafted our 2D sprite that we need for the ghost. 
  • Experimented a bit with location teleporting but didn't get very far yet.
  • Made canvas on which we can draw
  • Timer was implemented aswell



2. Prototyping 

  • A simple application with the different necessary game components, but not all integrated yet, aswell as physical silhouettes of the ghost for colorpicking
    • Start button
    • Timer
    • Ghost getting closer
    • Drawing canvas

3. Playtest

  • What was your first impression? Why? Did the impression change as you played the game? Why
    • Very cool, stressful, drawing something quick before being caught
    • Loading bar was fine, so you can see how much time is left
  • What did the game make you feel and think? Why?
    • Scared, stressed
  • What do you think is the purpose and values of the game? Why?
    • Play an exiting drawing game
  • What does the game tell the player about culture, cultural heritage, and values? Why?
    • Interaction with ghost from painting
  • Was anything particularly empowering, innovative, or engaging in the game’s aesthetics, story, interaction, or design? What? Why?
    • The ghost
  • What were your thoughts on the gameworld and gameplay? Why?
    • The painting makes it stressful
  • What could make it more culturally powerful or empowering?
    • More paintings
  • When and where did the game matter the most to you?
    • Being hunted
  • What were the least successful, exciting, engaging, or innovative elements of the game? Why?
    • The time and button
  • What could be done to improve it?
    • Where is the button
    • Make it look like a button
    • Way to practice
    • Make a stressful audio/sound
    • Clear indication of time left
    • Ghost come from everywhere, but not from behind the painting

4. Development Tasks

  • Integrating drawing with everything else, maybe in a dumb way
  • Colorpicking in a AR setting from the surrounding
  • Light dimming, as ghost comes closer
  • Ghost functionality
  • Drawing progression
  • Save player drawing 

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