After days without sleep, constant preparations and plenty of practice, we presented our project to a panel of college lecturers. It went OK, we had it well revised so we filled up the full 15 minutes with all aspects of the project. From what the narrative(story) is, to how it will look, how it will sound, right up to how the user will interact with it.
Our new member, Ding Hao, joined our group on monday so he took the duties of Audio which allows Fionn to focus on the Hardware & Interaction aspects of the project.
Overall, it went OK. The lecturers had several questions afterwards of course. A few were about the story, clearing up what the backstory is in relation to the user. But most questions were about the game mechanics. Looking back on it, we can understand now that we may have over looked this area. How the user will play the game (using senses to regain senses?), how each task/test is structured, and how will the narrative will move forward with theses tasks/tests?, were some of the main questions asked of us.
This of course means we now take on-board these questions, and also advice given to us, take a step back and develop our games central mechanics. Watch this space...
Project: Non-Sense is a science fiction, interactive narrative game, based around the human senses. After being awoken from cryogenic stasis in the year 2121, the player awakens in a laboratory with few functioning senses and a battle raging on the planets surface above. In order to re-activate these lost senses, the player, with the help of the lab’s AI computer and scientists at hand, must go through a series of lab tests. Only then can you go on to save mankind from alien annihilation...
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