Sprint Goal

Greybox Prototype for main mechanics in Unity & PlayMaker

Sprint Planning

  • Drag & Drop Card & Building Placement Greybox
  • Climate Change Track Greybox
  • Analyse Results from Character Profile Survey
  • Send Prototype for feedback, to explore players experience

“Procedural Rhetorics expose the way things work, but reflection creates and prolongs this process” (Bogost 2009:333)

Greybox

Card System

Fig 1. Screenshot of Unity Prototype

Fig 2. Screenshot of Unity Prototype

I used a script for the cards to drag and drop, which I can now apply to any object. But the cards are placed anywhere on the screen which doesn’t look very neat! I also need to count the points on the card later on.

Romi Fauzis’ ‘Word Scramble Game with Playmaker – Unity’ utilised similar mechanics to the card game I am building. While the tutorial is designed for a simple scrabble game, it’s the perfect starting point for a card game, instead of scrabble tiles we have building cards and instead of letter points, we have CO2 emissions!

The objects are using a C# script to drag and drop but I also could have used PlayMaker to do this.

The Climate Change Track

The Climate Change Track was considerably more complicated because there are little to no tutorials on creating this kind of mechanic and took most of the sprint to get working. Counting the points on the cards was easy, and the climate change track would go up. When you place enough ‘green’ points the climate change track should go down again – this is where I spent a lot of time trying to work out why the sums did not add up. Essentially, the green points were being counted twice due to a miscalculation.

Fig 3. Screenshot of Unity Prototype

Fig 4. Screenshot of Unity Prototype

Placing a Building on a Grid

Tamara Makes Games has a series of fantastic tutorials on creating and using the grid system in Unity for Isometric games.

The grid system is half set up, due to setbacks, so I have pushed this task to Sprint 5 where I will be creating buildings and art assets.

I have set up a grid, and you can place buildings but there is some extra juice I would like to add like painting the background and setting up a system to show the player available building slots.

Fig 5. Screenshot of Unity Prototype

Archetypes

Analyse results from Feedback and Iterate

Quantitive Data

50%

of people felt that adding their own name added to the experience. The other 50% didn’t feel it added anything and one person objected for security reasons.


Denier: 15.4%

Activist 15.4%

Nihilist 30.8%

Overwhelmed 38.5%

Fig 6. Pie Chart for Leader Choice

Qualitive Data

Reasons why they picked a leader

“Because climate change goes on natural cycles.”

I thought it would be interesting to try becoming a character who has quite different attitudes to my own (sorry if I’m not supposed to have done that!). And I liked the idea of having all that influence…

“It was closest to the real me”

The leader choices

“Took 5 minutes, read through each twice. If your going to be a leader I figure you shouldn’t try to be someone your not as it wouldn’t take long to get ‘found out’. Wasn’t a difficult choice and found it more interesting and thought provoking.”

“I took some time to consider which of the choices best reflected my own situation, it definitely forced me to reflect on my own responses to the climate crisis and how I fit into these archetypes”

Was there a choice?

“Rather than give a description I would rather have, say, 10 questions so the game chooses for you. eg who do you admire the most: Mandela, Genghis Khan, Lincoln or budda?”

“I felt there was a good range of options! I would probably put myself somewhere between “activist” and “overwhelmed” in my real-life attitudes, and I wonder whether that might be true for quite a lot of people”

The stats

“I think they were good- people might pick the eco-warrior as they have a spread of all attributes rather than pick the leader they most identify with”

The premise

“For me, it would depend on the gameplay mechanics and interface. I usually have a preference for exploring a story over mashing a controller, so I imagine this might be up my street.”

“Obviously topical but not sure I’d pick this as a game to relax with”

Other comments

“As a player, I was curious to find out more about how the world had arrived at this system of leadership and how it all worked politically – but I didn’t feel like I needed all that upfront, just it would be fun back story!”

Results and Survey

https://docs.google.com/spreadsheets/d/1ZQpKEpGaYHy-SO9Co8fJSfCiC0-A7gKFEMbkYrT2hfA/edit?usp=sharing

https://impalpably.github.io/mp-prototype/Web/PrototypeSurvey1/

Notes:

  • Once I have established a paper prototype that exposes the urgency of climate change reaction, to prolong the experience, I offer the player the opportunity to reflect.
  • Analysing Decision Making and UX: https://www.smartlook.com/
  • Develop and add depth to the Leader Stats

Retrospective

I have managed to program two important mechanics for my game and received interesting mixed-method data on the character archetypes and choices. During my supervisor meeting, we discussed how the cards at the moment do not offer enough choice and this will be the focus of my next sprint. Events and choice.

Figures

Figure 1. Screenshot of Unity Prototype

Figure 2. Screenshot of Unity Prototype

Figure 3. Screenshot of Unity Prototype

Figure 4. Screenshot of Unity Prototype

Figure 5. Screenshot of Unity Prototype

Figure 6. Pie Chart for Leader Choice

References

https://www.dezeen.com/2016/03/07/jose-sanchez-block-hood-video-game-tools-solve-global-challenges-architecture/