Documentation 13 - Polish the game

Along with putting the game together, I also polished the scripts by rewriting some of the scenes to make it transit more smoothly(the original story was months long, and to combine the scenes at the different time together in one day is challenging). I also worked with Jackie, the tutor from the writing center, to polish the scripts sentence by sentence to make sure every line of the story is grammatically correct and contextually making sense. Jackie is a very passionate woman who is patient and friendly in helping me with my wording. We worked for more than seven sessions, and I couldn’t make my scripts right without her help. Thank you so much, Jackie! 

I also recreate my new UI to be more cohesive with the campaign’s branding and user-friendly. I created the visual asset, including UI assets, avatar images, and background images. I found some stock images that have a person’s different facial expressions. I tried to use Ai to create a posterized effect to trace the image. However, the quality of the image and the outcome are not satisfying enough. I could use it, but it won’t work well with my game. I decided to hand trace the images in Procreate to create a more cartoonish yet detailed image. I tried the same method to create the background, but I found it time-consuming, and the background is not having a depth from the characters. I decided to use photos of the background. Besides the visual assets, I also started to find sound effects. I was thinking about using real music. However, I found it risky when I noticed that it might take players away from the narration. So I decided to use ambient sound to create an engaging sound effect with system sound effects like pop sound when the button clicked. 

After putting the game together with detailly polished, I started to build the game on different platforms. I was thinking about making it for iOS and Android as a mobile version and publishing it on itch.io as a webGL version. However, the resolution issue and some errors didn’t allow me to build in Web, so I decided to try the mac and windows versions. I successfully created the iOS version and published it on TestFlight, ready for testing, but I met some resolution issues for the windows version. I will keep working on it and build the mac and windows versions later. I used the iOS version to do the playtesting. 

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Documentation 14 - Beta Version Playtesting

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Documentation 12 - Put scenes together and set up the local notifications