week 3

Monday

My task this week is to determine the game mechanism and gameplay.
Now I have proposed two interaction methods. The first is to keep the “E” key on the keyboard in the original GDD to realise interaction. All Pick/push/talk interact through this key. There is also a new scheme to interact by clicking the left mouse button:

The game utilizes a streamlined single-button (Left Mouse Button) interaction system:
* Execution: All interactions with in-game objects are performed via (Left Mouse Button).
* Contextual Feedback: The system automatically triggers the most appropriate response based on the object’s properties and current state:
* Dialogue: Left-click an NPC to trigger story-driven dialogue.
* Pick-up: Left-click key items to automatically add them to the inventory.
* Hints/Observation: Left-clicking environmental objects when lacking a specific tool will prompt Mabel to provide observations or clues.(Example: Clicking on a “Dirty Window” might trigger: “Has anyone ever cleaned this filthy shop?! Whatever, I’ll go look somewhere else.”)

Based on the results of the group discussion, I decided to choose the second left-click interaction mechanism I designed.

Thursday

On Thursday, our group made a presentation and formulated a team roadmap for the next two weeks.

In this group project,My role is to focus on the design of game mechanics in the project. 
I will do some research and summary of the gameplay of GDD, design the core gameplay and game mechanics in vertical slices.
Things I have done:
The research from GDD mechanics and core gameplay.
design the core controls and input
What I will focus on next:
I will design the game mechanics of the game’s vertical slice based on the game narrative flowchart provided by Elina, and design the game puzzles.

But I still need help: considering our time pressure, will the current 3 puzzle-solving lines be too much work-taking? Should we give priority to making one of the lines (such as store puzzles) perfect, or should we show the overall breadth?

The answer is that the first thing to do now is to show the whole game, and still simplify some storylines to make the vertical slice more concise.

And I received a question from Nam that Yufan Wei and I will participate in the final programming work. Will there be conflicts or duplicate work between us?

In this regard, I will create a GitHub project with Yufan Wei next week. We will synchronize our own content to one place, so that we can see each other’s work progress at any time, and we will make a more detailed division of everyone’s work content to ensure that it will not be repeated.

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