Friday, 28 February 2014

Narrative & Interactivity

The house itself, it's layout, should tell the narrative. If I can find a free audio recording of the book, and rip key lines to be triggered when walking from room to room, to narrate the users experience. Especially with those unaware of Dorian Gray's story (Also cause I think I've over analysed it so feel like I might miss something when explaining through visuals with twin meaning eg the hat in the library is Basil Howard's, but how would the user know this? Through the narrative audio)

Interactivity which is important to this module is connected to the narrative. What I'm hoping to acomplish is to code a basic key and lock. So the player will find the key in the bedroom which will unlock the attic door. In the book, he never lets the key leave his side. But at one time, he does have both the portrait and the key in his room. Of course it's no where near the same scale, but I'm inspired by the 'Gone Home', when you see the brightly lit and locked attic hatch for the first time, and its both terrifying and exciting, but it's the final destination in the game, so you don't get the key til later on. In my case, you pick up the key as you follow the story.



I haven't used UDK in a long time and I'm scared to code in the audio triggers, the key and the lock but hopefully it shouldn't be too troublesome.

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