Naaami/my game storyline: Difference between revisions

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=TITLE: SAVIOR=
==The story line==


- The main concept of my game started from looking at the Situationist Times from perspectives of feminism and media critique in capitalism
==Displaying narratives for players==
[[File:Ball.png|thumb]]
- Storyline: "A peaceful city has been dominated by ads in the swirl of capitalism.<br>A ball as a residence in the city has to save other ball friends captured in the ads.
<br>To see more elaborated storyline : [[File:Ball manifesto.pdf]]
 
 
==TIC-80 function application to the concept==
 
- Basically, I've planned to make two different types of games, then connect them each other.
One type of game is a city dérive game (The main character ball will walk into the street of the city).<br> [[File:citygame.png|thumb]]
The other is ball bouncing game (The main red ball character will save another ball captured in ads.) <br> [[File:ad3.png|thumb]]
 
===Collision example===
- In the ball games, I had to make a collision function, meaning, making some effects when a ball and another ball are hit each other.
 
===SYNC()===
- In the city game, I had to put the ball game inside of it, meaning, I had to use the sync() function.
<b>SYNC()</b>
Copy modified sprites/map to the cartridge
 
*sync [mask=0] [bank=0] [tocart=false]
 
The pro version of TIC-80 contains 8 memory banks. To switch between these banks, sync can be used to either load contents from a memory bank to runtime, or save contents from the active runtime to a bank. The function can only be called once per frame.
 
mask : mask of sections you want to switch: tiles = 1<<0 – 1 sprites = 1<<1 – 2 map = 1<<2 – 4 sfx = 1<<3 – 8 music = 1<<4 – 16 palette = 1<<5 – 32 flags = 1<<6 – 64 0 - will switch all the sections 1 | 2 | 4 - will switch tiles, sprites and map sections, for example
bank : memory bank, can be 0…7.
toCart : true - save sprites/map/sound from runtime to bank, false - load data from bank to runtime. If you have manipulated the runtime memory (e.g. by using mset), you can reset the active state by calling sync(0,0,false). This resets the whole runtime memory to the contents of bank 0. Note that sync is not used to load code from banks; this is done automatically.
 
==Making narratives==
One important thing to consider was how to naturally guide players who don't know my contents/concepts/etc.  
One important thing to consider was how to naturally guide players who don't know my contents/concepts/etc.  
I know mine already, so for me everything is clear, without detailed background.
I know mine already, so for me everything is clear, without detailed background.<br>
But from strangers' perspectives missing details might trigger confusions.  
But from strangers' perspectives missing details might trigger confusions.  
Thus I wanted to design some narratives.
Thus I wanted to design some narratives.
===-Contextualisation===
My game makes the most sense when it's placed in shopping street in den Haag, given the storyline of the game. <br>
When we searched and scout the spots, I and Kendal, Clara visited a shop called "Collective Swan" in one of the main shopping streets.


===Intro and Outro in the game===
===Intro and Outro in the game===
- In the intro, I could put some description like <i>"You are a ball living in the city, and your ball friends are missing!</i>
- In the intro, I could put some description like <i>"You are a ball living in the city, and your ball friends are missing!</i>
[[File:introball.png|thumb]]
 
===Web landing page===
===Web landing page===
[[File:web1_savior.png|420px]]
Hotspot zone 4 Shopping street : [https://hub.xpub.nl/sandbot/PrototypingTimes/HOTSPOTS/4%20shoppingstreet/Savior/ link1]
[[File:web2_savior.png|420px]]
<br>
Hotspot zone 5 Pigoen plaza : [https://hub.xpub.nl/sandbot/PrototypingTimes/HOTSPOTS/5%20pigeonplaza/Savior2/ link2]
 
-Narratives : <br>
* Text with a talking tone : <br>
"Aren't you curious what's going on in the street?<br>
Click the image below to play the game 'SAVIOR'." <br>
...<br>
Welcome to gallery! This is a collection of sexy ads in the fancy street!<br>
Aren't you charmed by these images? Watch out though! "You might be captured in the ads! You won't get out of them by yourself...<br>
Maybe you gotta go somewhere else to stay awake!<br>
-Aesthetics : <br>
* Implying city landscape : Greyish background
* Billboard ads : Bold background colors<br>
[[File:web1_savior.png|550px]]
[[File:web2_savior.png|550px]]

Latest revision as of 09:43, 12 April 2021

Displaying narratives for players

One important thing to consider was how to naturally guide players who don't know my contents/concepts/etc. I know mine already, so for me everything is clear, without detailed background.
But from strangers' perspectives missing details might trigger confusions. Thus I wanted to design some narratives.


-Contextualisation

My game makes the most sense when it's placed in shopping street in den Haag, given the storyline of the game.
When we searched and scout the spots, I and Kendal, Clara visited a shop called "Collective Swan" in one of the main shopping streets.

Intro and Outro in the game

- In the intro, I could put some description like "You are a ball living in the city, and your ball friends are missing!

Web landing page

Hotspot zone 4 Shopping street : link1
Hotspot zone 5 Pigoen plaza : link2

-Narratives :

  • Text with a talking tone :
"Aren't you curious what's going on in the street?
Click the image below to play the game 'SAVIOR'."
...
Welcome to gallery! This is a collection of sexy ads in the fancy street!
Aren't you charmed by these images? Watch out though! "You might be captured in the ads! You won't get out of them by yourself...
Maybe you gotta go somewhere else to stay awake!

-Aesthetics :

  • Implying city landscape : Greyish background
  • Billboard ads : Bold background colors

Web1 savior.png Web2 savior.png