P2: Tiny Playable Prototype – snoopy

For this P2 prototype, not only is it my first time making a game (“officially”) solo, it is my first time making a digital game! As such, I am trying to do my best to scope it. While I have done a little Python, most of my coding experience is in more esoteric languages – and I fear the combined work that would be necessary to try and pick something up like Unity in this timeframe might be not so responsible in the long run. With this in mind, I’ve been hoping to structure something for a program like Twine or Ren’Py (I am currently leaning more towards the latter) – and thus made an on-paper structure for the general story outline that I hoped to test. Luckily, my partner today was also making their game in Ren’Py, so it was very helpful to be able to compare (albeit, I will be the first to admit their game progress seemed much greater than my own).

The overall theme of the game I hope to explore is that of the life of a non-magical individual living in a world full of magic. Despite being in a society where non-magic individuals are barred from interacting with the magic world, they would operate as the shopkeep of a magic trinket store. Individuals keep coming to the player to solve their magical problems, threatening the player’s secret to be revealed. The player must act accordingly in ways that protect their personal safety and future, while trying to aid those coming to them.

I presented this intro, as well as several of the scenarios that customers would come in with, to my partner in class. I was provided with the following feedback:

  • Since Ren’Py can be used, and this game seems to be set in a very thematically rich world, providing details on magic life, building architecture, etc. (especially in the form of art and backgrounds) can help to personify the theme and immerse the player.
  • This can be tied with the protagonist, in showing how this magic world is difficult/incompatible with them, but how they still manage.
  • If the setting is in the interior of the magic shop, having rich visuals might be nice, as well as interactables if possible. Useful for a frequented space.
  • Similarly, if in a commonly frequented space, it would be nice if the player could move around/have lots of detail in this space that is frequented (but limitations of engine may pose issue).
  • There will have to be a good amount of personification at the beginning, so to get the player to connect to the protagonist before they have their trials and tasks, etc. This can help give some attachment and meaning to the later conflicts.
  • If I want to make players have more control, I can try not to make it too linear, and allow choices that indeed actually lead to bad endings/severe consequences – as long as they are able to return/it makes sense to the story.

Overall, this was very much appreciated feedback! I am certainly more invigorated to find meaningful art that personifies the world, and take advantage of the visuals a platform like Ren’Py can provide. I additionally really want to flesh out a nice, personable intro for the protagonist, and work on meaningful conflicts. Inspired by John Ingold’s talk on interactive fiction, I also want to more concretely plot out the story with regards to player choices, drawing out how the choices and possibilities branch out and in (that is, actually draw it out to see and read the story!).

I am excited to continue work and see how the project goes!

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