Contents

Intro


Our first exhibition is coming up fast and we want our game to be ready for it. Since it’s only a testing day, we are planning on showing a small demo of what will be our final product. This exhibit is to get some feedback and test for any bugs that will arise during play. It will also be a good day to practise our elevator pitch to potential audiences!

So Far


Right now, we have two scenes ready; a radio screen and a monitor screen. These will be the only two scenes that will have function but will get the point of the story across.

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The players will use the arrows on either side of the screen to access the two. Every button is clickable, and there will be a selection of tabs on the monitor screen to choose between.

So far the mechanic consists of the Ink window of Day 1 - Part 1 will appear with the press of the button. The aim is to simulate the process of flicking between screens, memorising codes, and activating the radio signal to initiate the dialogue.

Currently, there is no official intro or outro. The game will start straight away and it will come to a halt after the first dialogue ends. This won’t be very clear to the playtesters, so I will need to find a way for the game to flow.

Making a Menu


I decided to improve the current scenes with a main menus to introduce Keepers Veil. I wanted to make something quickly as a placeholder for an improved version.

I took inspiration from some tutorials online and used a previous landscape piece to act as the background.

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A simple lighthouse with enough space for a logo and play buttons, I believe this would work well to start off the game.

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A play and exit button are clearly visible, with space above for the logo I designed a week ago.