We originally had far more ambitious plans, to have an escape-the-room element to the experience, having the audience solve puzzles to eventually escape from the attic. This would have required storing certain items or game states in a database, and greatly increased the workload on the art asset front, which was not viable as we had only one person producing art assets, and being too experimental with new techniques risked foregoing much of the content should anything fail. The time constraints and resources we had encouraged us to work with a simpler, scaled-down version of the idea. Given more time, it would have been nice to include such an activity in the website.
However, we still wanted to provide an activity for the user to complete in order to create an enjoyable experience. Thus, we included a hidden message within the scene. The nice part about this interactive element is that it is entirely up to the user to decide how much they want to interact with the scene. If they want to decipher the diary entry, they are provided the opportunity to do so. If they do not, they are still able to interact with the art assets.
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