Description of Rooms:

  1. The character Michael ends up in a different place, but it looks like something he has seen in a movie or pictures
  2. Michael asks the sprite where he is, and he learns that he is in Ancient Egypt. He begins exploring. He runs into the assistant to the pharaoh
  3. He is instructed to go on an adventure through Egypt and find various items.
  4. He runs into some trouble along the way.

Transitions help move one along throughout the journey. I would say I exhibited action-to-action and scene-to-scene in my world of time traveling. I used transition for the first time in my Bitsy game and it made my game look well put together and flow very well. Each scene takes the player to the next time frame. There should be somewhat of a thrill when inside the pyramid.  Players should be able to imagine themselves in Egypt and needing to find something lost in a pyramid.

I found  the theme park videos very interesting. The amount of time that is taken to sketch a plan, create a small layout of the plan, test and create rides, and eventually began building a theme park is very intricate. In order to design my world, I had to think of where I want my character to travel to and the type of experience I wanted him to have.  This eventually led to the color patterns I included throughout my world, the ideas of each room, and adding in real historic content. With me choosing the characters time travel experience to be in Egypt, this made me think of Disney Lands use of traveling to a different land. I made sure players understood the game by using notable objects to display the theme.

 

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