An adventure game that requires the player to use preschool-like objects to complete each level of play.
I chose to use preschool like object to complete the level because I feel as though all adventure games are becoming to standard, without the preschool twist this would be nothing more then a standard adventure game. I tried to make my game separate a little from the crowd, intentionally making the game so easy a toddler could solve it. And thats when it hit, I could make a game to help toddlers develop computer skills and fin motor skills to. I used Unity3d and monoDevelop to code and create the level, to get through this project I relyed on some of Seth's pseudo code to make my character and door's move.
Ant Farm is a video game developed in Unity that tasks a worker ant with bringing a strawberry to its hungry queen. Ant Farm is designed to draw players’ attention to their experience of the different spaces they occupy, with the objective of provoking certain emotional responses through the use of the video games.
Exploring how space and sound can affect peoples emotions played a huge role in the design of the game. Learning that shadows and the way a space is lit can instill a feeling of uneasiness while loud music and bright fast moving objects can make people feel overwhelmed helped when coming up with my own combination.Ant Farm is a game that has small tunnels and dark holes. When designing the game the deliberate decision was made to use an ant as an avatar; the small size of the ant is meant to instill a feeling of vulnerability, while the underground tunnels through which the ant maneuvers are meant to make the player claustrophobic. By bringing attention to the way space and sound are used to provoke emotion people can have a better understanding of how they are being manipulated.
Rot8 is a simple game that involves clicking pieces of a game map to rotate them and change the map. The player uses arrow keys to navigate the avatar through the ever-changing map to the endpoint.
The atmosphere of the game is designed to be ethereal, clear, and bright. The physical game and the feeling of playing it go hand in hand in the way the map is set up is in the shape of an 8, or an infinity sign. I think this is a reflection of the fact that you can traverse the map around and around and change it every time, and also the wide open setting of the sky.