Ideation
This was a prototype I made for a learning exercise following an "Awkward Moment" theme. I honored this theme by creating a piano recital simulator.
I had many embarassing recital experiences in highschool because I dealt with stage fright. Unfortunately, I would play half my song, forget the rest, and walk off stage. This was definitely inspired by those awkward moments of mine.
This game is different from my other games because of I used a queue to create a correct order of notes to be played and consequences for playing the wrong notes. Below are some snippits of code and documentation of my ideation process.
Emotions
The emotions I wanted to bring out of the player were feelings of humilation and embarrassment. I wrote in actual music notation on the second page because I wanted the player to fail and this added a challenge unless you already play the piano.
I wanted the player to be forced to experience those feelings of embarrassment and determination to try again.
Environmental Design
I focused on a darker color palette of reds and warm colors. However, I ensured that the lighting itself was cool colored and also flourescent to embue feelings of anxiety and tension. I started the player out in a room that was relatively bare and devoid of people so that they had feelings of isolation from the start and to create a stronger juxtaposition between backstage and onstage.
Timeline
The timeline for this game was one week
For each of my one week prototypes, the timeline typically includes ideation, greyboxing, environmental design, and delivery. However, since the timeline is so short, the number of days I work and the day each phase is assigned to varies.
9/15: Ideation, General story outline
9/16: Greyboxing piano and controls, Programming
9/17: Environmental design, Programming
9/18: Environmental design, Animating
9/19: Polishing, Adding audio cues, Final touches
9/20: Game due
Responsibilities
Team size: 1 (solo project)
3D Models and audio are not my own
- Creating environment
- Programming using a queue to create the correct set of notes to be played and consequences for playing the incorrect notes
- Creating fainting animation within Unity
- Integrating all audio
Playtest Notes
The main critique for this game was that people wished they could see which note was being played on the keyboard, so I would like to update this game so the key either looks like it's being pressed or it changes color for a second when you press that key.
Additionally, some people agreed that the beginning of the game could use better lighting when walking from the back stage to the front.
Challenges
The challenge I dealt with on this game was using a queue for the first time. However, when it ended up working well, it was definitely worth it.