Opening back up the Opening.
author: Luna Hugdahl
Posted on 5/30/2024
In the previous week, one of my teammates and I made the opening for the game. We didn't have much experience with using sequencer and we were also trying to condense all the ideas into a small time frame, so it came out confusing. Everything that we tried to put into this opening was just being thrown at the player, not allowing them time for anything. Along with having too many aspects in the minute span, we were using a model, which is shown in the image on the left , for the shop keeper that doesn't illustrate what they are correctly, so the feedback we got kept highlighted these issues.
My teammate and I came up with a few ideas after hearing some suggestions from testers and talking to other teammates, but the one we stuck with is replacing the shopkeeper with a note, shown in the image on the right, and having them come at the start of the game to give the exposition. We used this chance to add some adjustments to the intro as well, placing a guard on the stairs after they break down the door, making the death scene have blood effects and distortion, and fixing some sound issues. This way, the opening would be less rushed and let the player get more information. With the shop keeper moved to the actual gameplay instead of the opening, we were able to put in different information for the player, allowing us to explain the world and the player's objective in it.
In Plain Sight
Status | In development |
Authors | 6SidedStudio, TrayCoats, Jonathan Kohl, wunt, Kyu, Glitch, DeltaCompany |
Genre | Puzzle |
Tags | Fantasy, First-Person, Horror, Stealth |
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