Overview
- Daydream is a visual-oriented casual game where the player takes on the role of a bored
student daydreaming in class. Throughout the course of the lecture, distractions and
waking hallucinations will try to lure the player into interaction. If engaged, these 'minigames'
will cause the room and its inhabitants to change, ultimately drowning out the
professor and the classroom setting. At the end of gameplay, a test will be administered
who's difficulty will be determined by how much attention was paid to the lecturer.
Prototyping and Testing
- For prototyping, we chose to work with a projector and paper cutouts to simulate the
final frame of the application. The main peripheral for this testing was a laser pointer,
used to emulate a mouse cursor. We paid close attention to how the user interacted
with each element, where their focus in the frame tended to lie, and how space was
utilized. - We used ‘Wizard of Oz’ prototyping techniques; there were no concrete rules or
frameworks at this stage.
Design Development
- Art Direction
- Initially we started with a spread of different art styles to choose from. We
narrowed this down to three distinct styles: paper cut-out, live action, and stick
figures. Upon reviewing some further material from these styles, we settled
upon live action. - We plan to take apart live action material and animate it segment by segment.
- Gameplay Development
- The mini-game concept came after our brainstorming session yielded many
broad but insufficiently complex game ideas. We decided to implement a lot of
these concepts as the transformations in the scene, or smaller portions of an
overall game. - We eventually came up with the Daydream concept as a framework to
implement and connect all of these different gameplay experiences. - In order to experiment with the concepts of ‘losing’ and ‘winning’, we also
introduced the idea of the player participating in a lecture. While the user still
has agency, this gives the game a definite end point and lose condition.
- Monty Python’s Complete Waste of Time Case Study
- Upon reviewing this similar game, we found that sounds played an important
role in the overall experience of these art games. As such, we plan to spend
some time researching and collecting appropriate sounds for each mini-game
and interaction. - Complete Waste of Time also incorporated random, spontaneous events as well
as elements of interaction. We felt this was a valuable asset and as such, we will
be implementing random daydream effects beyond the mini-game interactions.
Gameplay
- The Setting
- The game will take place in a lecture hall. Gameplay will start as soon as the
lecture is introduced and the discussion is underway.
- The game will take place in a lecture hall. Gameplay will start as soon as the
- Random Events
- From a neutral lecture state, various events will occur in the game space. Some
of these are related to mini-games (such as pop-ups occurring on the computer)
or totally self-contained (such as the students’ heads floating around).
- From a neutral lecture state, various events will occur in the game space. Some
- Mini-Games
- The mini-games will encompass the entire game space upon their initialization.
As they are further interacted with, they will become more and more intense,
ultimately shutting out the lecture entirely. - There are three of these games to be played within Daydream, each starting
from some key object in the room: a poster of flowers, a rock-and-roll t-shirt,
and a computer monitor. - Flowers
- After beginning this game, the world will start to take on a more lighthearted
feel. Flowers will spring forth from nearly every surface and
colors will become more saturated and vibrant. Eventually, cheery music
will overcome the lecture, the frame of the application will become rosy
and tinted, and the lecturer will turn into a giant, smiling, sun. - Interaction: To begin the flower mini-game, the user must click inside the
poster on the wall. This will cause a person inside the poster to frolic to
the mouse’s location. Upon the mini-game taking full effect, other
interaction such as clicking on any point in the room to grow a flower will
take place.
- After beginning this game, the world will start to take on a more lighthearted
- Internet
- Once this game is started, the world will take on the aesthetics of popular
internet culture and web browsers. Pop-ups containing popular YouTube
videos will appear randomly around the room. A scrollbar will appear on
the right-hand side of the frame and the lecturer will turn into a voiceover
pop-up ad. Students in the class will start to spawn IM bubbles
containing text over their heads. - Interaction: To begin the internet game, the user must start by clicking
off pop-ups in the computer monitor. Further interaction will come in
engaging the animated pop-ups around the room.
- Once this game is started, the world will take on the aesthetics of popular
- Rock Out(!)
- Once this game is started, the world will take on the aesthetics of a rock
show. The lecturer will turn into a member of KISS, lighting will become
spotted and colorful, fog machines will turn on in the corners, and heavy
metal music will begin to play. - Interaction: To begin the rock out game, the user must click on the t-shirt
then begin pressing up and down to head bang. As user continues to
head bang, the music will get louder and the cursor will turn into a devil
horns hand gesture.
- Once this game is started, the world will take on the aesthetics of a rock
- The mini-games will encompass the entire game space upon their initialization.
- Exiting Mini-Games
- In order to leave a mini-game, the user must rapidly click on the lecturer or some
element of the lecture. You can only engage one mini-game at a time, and you
must do so from a neutral lecture state.
- In order to leave a mini-game, the user must rapidly click on the lecturer or some
- The Quiz
- At the end of gameplay (once the lecture has finished), the user will be given a
quiz. This quiz’s difficulty will be based on how much time was spent in a neutral
state listening to the lecture. Upon failing the quiz, the game will be reset.
- At the end of gameplay (once the lecture has finished), the user will be given a
Implementation Plan
- New Roles
- Our designers will be shifting to a more production-oriented role by creating art
assets, programming, and other tasks. - Anton Sigety will be moving from concept art to art direction, overseeing all of
the assets.
- Our designers will be shifting to a more production-oriented role by creating art
- Rough Timeline
- Programming
- Create the neutral state of the game. Implement frameworks for random
events and hook-ins for interactions. - Begin working on the video importing. We need in-frame video (such as
YouTube) as well as a video setting (the classroom). - Begin programming the specifics for each mini-game.
- Program the quiz and its ability to reset the game state.
- Create the neutral state of the game. Implement frameworks for random
- Art
- Find an actor to play the lecturer whom we may take billboarded
pictures. This is so we can dynamically animate him as we see fit. - Take video pictures of a lecture setting to use as the backdrop.
- Begin finding or producing the assets for each mini-game (pictures and
sound). - Break down the art assets in Illustrator in order to animate them.
- Find an actor to play the lecturer whom we may take billboarded
- A copy of this design document can be found here.
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