Gameplay
The task in this level is to find the right ladder that will help you reach the top of the bed and retrieve the object that will trigger the character’s memory. The player is in a hazy room, inspired by the game Islands: Non Places, where they must search for the correct size ladder surrounded by ladders all different sizes. This room is meant to help player’s sympathize with the character, since they have alzheimer’s and it’s a disease that affects a person depth perception, distance between objects and sense of judgment. It’s meant to be one of the easier levels in the game, that can help the player figure out what they are meant to do.
Princess Bed
Room Scene.
There a sticky notes on the walls of the room, and on some of the object that will glow in foggy atmosphere. Player has to roam around the room and find the right ladder that will reach the top of the bed that hold the object at the very top.
The sticky notes are in reference to the character and the disease that they have to help build the story telling and learn about the character a bit more. Many people with alzheimers use sticky notes to help assist them with memory loss, and place them all over their homes and rooms to help them be more independent and remember tasks as well as other things.
The atmosphere is pink and foggy, similar to the inspiration images below. The fog will also be in the shade of the hex code below.
If I had more time, I would make more objects that the player could interact with as they roam around the room searching for the right ladder. Interactions like exploring the character objects in the room, reading a journal, or writing on the sticky notes, opening and closing the music box would have really made the scene more interactive.
All the textures and models in this scene are low poly and simplistic in terms of design and textures. It was my intention design for this scene in a minimalistic style to support the atmosphere, and the mood.
Inspiration: Islands: Non Places