Meeting #3
This was a rather short meeting, due to some members having other classes. But the overall plan was to get a schedule for when things had to be ready.
We tried this the week before but failed due to the portal being down at that moment, and people just forgetting after that.
However, we found out that we had to have a playable prototype of the game ready before Friday.
Simon presented some tiles for the game, different types of rooms where different kind of events would happen. I made some additions to the tileset, on site, as well since there was a clear lack of different corridors.
I also made a template for further construction of tiles.
On the last meeting I mentioned a youtube vide where Michel Stevens at Vsauce where talking about what made things scarry. He particularly mention something called the "High Place Phenomena" which was caused by "cognitive dissonance", where people at high places would have the sensation of something pushing them of the ledge, or to push someone else of the edge... I spoke of this because I thought it would be cool to have that kind of a feeling in the game.
It was scraped however. But we kept one thing for further study. The "terror" as defined by Stephen King, where you can sense and something standing behind you, ready to grab you at any moment, and turning around to find out that there was never something there to begin with.
I said that we could have a "terror token" dropped at a random location on the board and each round moved closer to the player(s). Then you would flip a card to find out what it was.
On this topic Daniel noted that the game "space hulk" had a similar mechanic.
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