Collecting useful data

The fourth week was for internal testing within the team. We came up with new ideas for the game mechanics because the original ones were too simple and not very fun. So, we added some graphic puzzles to try and enrich the game. Secondly, Nam suggested the falling leaves mechanic. After researching, I discovered that people with ASD (Advanced Disorder of Life) share the same weakness as those with ASD: they are easily distracted. Therefore, I think adding falling leaves as cover would be a great addition to the game. I’ll position the protagonist by the window and set the time to autumn, shortly after the start of the school year in October, to make the falling leaves more believable.

My personal task was to create dialogue for the first day, following the story outline I’d already written. I used Procreate to assist me, referencing some school play scripts I’d previously worked on. I placed the time, location, and characters (these won’t appear in the game, just for the convenience of those working on mechanics and technical aspects) at the beginning, along with an opening monologue (similar to background story, which will appear in the game text). This is followed by dialogue (game text) with the character names marked above. I used a flowchart-like format to show how different mini-game outcomes affect NPC reactions and how character affinity changes based on the success or failure of these choices.