Central Scoop Postmortem


This is the post-mortem originally created for the game. It was initially made as a video, but the script for that has been included below.

Title:

  • We are Kaligir’s Minions

Image:

  • And this is our game, Central Scoop.

Walkthrough:

  • Throughout our game the player’s goal as a reporter is to solve the mystery of the disappearing pizza. To do this players will have to investigate the city, solving puzzles along the way to learn the truth of these disappearances. 
  • Our primary gameplay loop consists of the player exploring the city by traversing from scene to scene through the use of on screen arrows along with buttons allowing them to  travel between the real world and the Never-Never.
  • Within each scene there are a host of collectable items that players will have to find. Players will have to uncover each of their unique purposes in order to progress in the story’s mystery.

Summary – Story:

  • The Central Scoop is a small-time newspaper in a big city. Play as Central Scoop reporter, Miss Victoria “Vic” Turry who has been assigned to write a story about a local pizza store that has reported mysterious disappearances (of pizza, not people). After some investigating, Vic comes to realize that the disappearances may not be so mundane after all. The culprit isn't just any pizza rat or particularly enterprising pigeon--it's actually a being Vic didn't believe existed outside of bedtime stories. Once Vic understands the hidden nature of her world, she is pulled into an adventure that goes way beyond what she expected to write in her story. 

Summary – Audience:

  • This game is designed as a single player experience.
  • The primary audience will range from children to young adults who are interested in graphic mystery games and the world of the Dresden Files

Summary – Mechanics:

  • Our game has two primary mechanics, the first is item collection. Players will traverse from scene to scene along the way finding items that they can acquire and store within their inventory for future usage
  • The other corresponding mechanic is our title’s puzzle solving. Players will have to explore and interact with various people and objects within each scene to find the hidden puzzles. Then, using the information provided to them, make a decision about which object they need to solve this puzzle with to progress in the story.

Summary – Win Condition:

  • The win condition of the game is to solve the story’s main mystery. Players will have to solve the various puzzles throughout the game to solve the overall mystery of the disappearing pizza. Players can also choose to quit at any time through the pause menu.

Game Strengths:

  • Throughout the game our narrative mystery provides direction for the player and dialogue interactions between various people, magical creatures, and objects brings the world to life.
  • Our game depicts a simplistic but very lively city environment filled to the brim with intractable people and objects.
  • Our game offers a simple and concise control scheme and easy to understand mechanics, allowing new players to quickly pick up and experience our game.

Game Weaknesses:

  • Overall our game offers little challenge as many of the interactable people and objects stand out in the background making it generally easy for the player to progress in the game.
  • Once the game has been completed there is no additional mystery or puzzles thus greatly limiting our game’s replayability.
  • Our game represents an old and generally lesser desired genre, thus limiting our possible player count.

Team Self Critique:

  • In each of our meetings we updated each other as to how much time we had available to work, allowing us to divide work on not only on ability but also develop balanced expectations for each team member.
  • Throughout the game's development we committed more time to discussing the overall design of the game and how to build off the design to better our game.
  • In our initial image of the game we overscoped the amount of story that we could effectively produce, resulting in portions of the dialogue not being as strong as they could have been.
  • Our game ended up relying more heavily on the story and artistic elements than the actual gameplay.

Lessons Learned:

  • Understanding the availability of each team member is key to developing accurate milestones for the project development.
  • When developing a game it is important to prioritize features that will develop a minimal viable product to allow for earlier playtesting.
  • It is important to code in a way that bolsters reusability across the game and reusability across different programs.

Future Work:

  • If more time was available, we would put more time into our puzzle design to bolster the challenge of the game.
  • Allow players to combine items within inventory for additional puzzle complexity.
  • Introduce additional ways for the players to reach an end condition, such as multiple conclusions to the mystery, or various end conditions upon incorrect puzzle solving.

Files

Central Scoop 33 MB
Apr 18, 2021

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