Part One - Hotel
Part one gives you the freedom of exploring a level in the hotel. There are a couple of rooms you are able to enter including your own one. The rest are all locked for obvious reasons (It's night time and there are people inside). The room in the top right of the image above is where you will start. With non-linear exploration being part of the research, it is clear from the image above, there are multiple ways to the end ('Staff Only' door). However, in order to try and force the player down a certain path I have decided to add the rooms marked with a 'tick'. These will be rooms that can be explored and the idea is that the player will see the open door, and therefore take that path.
Whilst all this is happening, every now and then a piano will begin to play - coming from the 'staff only' door. This is what will drive the user to continue forward.
It makes know difference which way the user goes, however, on the basis of research, I will be interested to see what route most people end up taking.
Production of Hotel Hallway
To successfully create this environment I will need the following assets:
Essential
- Walls - Normal, Corner1, Corner2, Doorway, Window
- Doors - Rooms, 'Staff Only'
- Windows
Ideal
- Walls - Interesting shape ('s' type shape in center image)
- Doors - Elevator, Stairwell
- Decor - Tables, Paintings, Plants, Curtains
Story Items
- Paintings/Pictures - showing hotel used to by asylum
- Note paper - suggesting hotel used to be asylum (Taken from Book)
Personal Notes
This part of production should not take too long. As it is primarily modular and only the beginning of the experience, not too much iconic features are needed. Part One is purely to suggest story and give the user a feel for what is coming next. It is also a test of what direction the user takes in order to get to the final stage.
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