Final Project [Flora] Blog#5
As time pushes to the middle of August, the blueprint of my game is written and I am doing everything in the plan.
At the very beginning of the design and thinking process, my game has only the core that we want the player to “wait”, but an important thing is that how can we keep the player waiting instead of letting them get bored and quit?
I got most of my inspiration from the movie Interstellar, especially when the protagonist leaves Miller’s Planet and time just flows across years and knowing everything happening when he is “absent” in the time, that pressure and feeling push tears down from a tough man’s face.
I added an import of information to the player, a dynamic one, that is to communicate with NPCs on earth limitedly.
The Player will receive, analyze, and taste the feeling of his family on earth, but he can only write few words back due to the text limit. It’s like the message system in Dark souls where you can leave limited messages made by phrases and sentences. By this layer, hopefully, I can transit the narrative to my audience better.
The game meta experienced new things as well. We have a scene to observe the stars and record everything happening in the world, and every time player goes through a round of the scene time will slip through a period and it could be one day, one week, or even one year, we hope to make this feature to tell how the protagonist feels about the time. I have already built relative function in UE4.