User:Thijshijsijsjss/T4 Assessment/How: Difference between revisions
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Realising this project will require three interwoven components: ''research'', ''creation'' and ''writing''. Each comes with its own methods, listed below. These are merely starting points, I expect many more to pop up along the way. | <div style=" | ||
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'''Thijs:''' [explain 'Why do you want to make it?' using the proposal text below] | |||
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'''From the Project Proposal''' | |||
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Realising this project will require three interwoven components: ''research'', ''creation'' and ''writing''. Each comes with its own methods, listed below. These are merely starting points, I expect many more to pop up along the way. | |||
<u>''Research''</u> is concerned with an exploration of both text and play. | |||
I will read more (on) nonlinear texts and experimental writing. Similarly, I will play more games (classic and contemporary), both by myself and with others. In particular, I will look out for games with CYOA mechanics, games that blend classic genres with the contemporary gaming landscape and games that utilize a manual as part of their core gameplay. These explorations will result in a compilation of reference material to inform design decisions, a visual style and the supporting manual. | |||
<u>''Creation''</u> is concerned with producing the game and manual. | |||
At the heart of creation is iterative prototyping and playtesting. For coding, I plan to use Godot and the Godot native language GDScript and for the visuals, I plan to use Aseprite and Krita. (all open source software). Methods for typesetting and printing are undecided (I might default to LaTeX). Similarly, music and SFX and undecided. A pen plotter might play a role both in printing and producing sounds. Finally, considering more XPUB2 students are interested in games, there's a possibility for game creation to partially happen in jam form. | |||
<u>''Writing''</u> is the connecting tissue between the multiple components of this project (game, manual, thesis). Therefore, it is very much interwoven with the other two phases. It entails 3 key forms of writing: | |||
* Digestive writing of research material | |||
* Shaping the game's narrative and writing the actual words to appear in the game | |||
* Writing the game manual, which is inevitably tied to the writing of the game's narrative. |
Revision as of 20:22, 25 November 2024
Thijs: [explain 'Why do you want to make it?' using the proposal text below]
From the Project Proposal
Realising this project will require three interwoven components: research, creation and writing. Each comes with its own methods, listed below. These are merely starting points, I expect many more to pop up along the way.
Research is concerned with an exploration of both text and play. I will read more (on) nonlinear texts and experimental writing. Similarly, I will play more games (classic and contemporary), both by myself and with others. In particular, I will look out for games with CYOA mechanics, games that blend classic genres with the contemporary gaming landscape and games that utilize a manual as part of their core gameplay. These explorations will result in a compilation of reference material to inform design decisions, a visual style and the supporting manual.
Creation is concerned with producing the game and manual. At the heart of creation is iterative prototyping and playtesting. For coding, I plan to use Godot and the Godot native language GDScript and for the visuals, I plan to use Aseprite and Krita. (all open source software). Methods for typesetting and printing are undecided (I might default to LaTeX). Similarly, music and SFX and undecided. A pen plotter might play a role both in printing and producing sounds. Finally, considering more XPUB2 students are interested in games, there's a possibility for game creation to partially happen in jam form.
Writing is the connecting tissue between the multiple components of this project (game, manual, thesis). Therefore, it is very much interwoven with the other two phases. It entails 3 key forms of writing:
- Digestive writing of research material
- Shaping the game's narrative and writing the actual words to appear in the game
- Writing the game manual, which is inevitably tied to the writing of the game's narrative.