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Chamomile Grove Gameplay

    We had done a lot of brainstorming during the summer before we started the semester. Though When the semester started I took off making wireframes I was making them iterating as I needed to make them as a map for art and audio to look at and use to help build the asset lists. 

    After a little while, we remembered we were aiming to use a controller, so I took and overhauled my wireframes replacing custom buttons with the controller buttons. I even went through and did a controller map as a reference for everyone as I went. 

    Our crafting has an attribute system so I talked with the crafting system designer and as a way to give the player reference for experimentation I came up with the attribute book. The book would display the plant name, picture, and the attribute(s) it has. As we wanted to add an order system to push the experimentation I also designed the book view to have some space to reference the order ticket at the same time.   

Early Game Design

    There was a lot to the game and at some point, signifiers had been confused and interpreted differently between the strike teams we had. So I made a signifier guide to show everyone what our standard should look like and for them to reference as new elements were made interactable. 

    We had an issue of the player not having any bread crumbs to follow as they move through the space. We already had a flag above our ticket order area, so I suggested we take it and make a rough tutorial marker guide using that functionality. I proceeded to place where the markers would go visually since the actual placements would be tech's wheelhouse. 

    Because of how our game works I had laid out a written order of events to show how we want the player to move through and understand the space.

    It starts with farming because resources are needed first, then it shows the shop which has more seeds but to show they can sell excess, then the crafting to show what the resources collected are needed for, and then leads to the progression loop.   

End of Semester 1

1: ! over farming plot until crates filled[If possible to show UI walkthrough

(2):  ! over the shop when crates filled to teach sell]

2 [3]:  ! over ticket system to start off the crafting loop sending them straight into the crafting loop. 

3 [4]: ! over cauldron until potion made

4 [5]:  ! back to the ticket booth for the turn in when potion made

5 [6]: ! over the portal to lead to a puzzle

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