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The Voyageur - thoughts and ideas

Use this page to document any ideas that appear throughout the design and development process. Ideas that are brought up during meetings, prototyping, researching etc. Good or bad, try to record everything. Try to do || Sounds interesting || Not really feeling it

Interactions 

  • Scripted Harmonica interaction - It might be worth scripting the individual attempts at the harmonic melodies. So there would be a predetermined amount of attempts and progression. Pros: More controlled design at how many times it takes to get it right, we can say exactly when, after how many attempts, the melody gets completed. Cons: The experience with this interaction won't feel unique for each player/playthrough. It could feel as though there is no self-learning. 

  • Befriending a bird - Another progressive interaction, where if the players choose to interact with a bird, it begins to follow them and appear at irregular intervals. 

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Story World

  • Canoe - Use the Canoe as a state to tell some of the stories? As in God of War. 

  • End State - "How to communicate to the player that it is the end state" The scrapbook to recap the whole journey. 

  • Write the backstory - Even if it isn't shown to the players, it's useful to develop this world. Giving it a reason. 

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Character

  • How to make it relatable for everyone - Use a hoodie to hide the identity so no gender or race. Maybe try to show interactions with the dog rather than the person. 

  • Journal as Pause menu -Uses the journal to record the journey's process and access other game utilities.

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Dog

  • Make the dog customisable; letting the players choose what colour fur for the dog they want. 

  • Idle animations; Digging, chase tail, disappear into bushes and reappear 

  • Bad a fetch; comes bad empty-handed, comes back with a pinecone/rock/log, doesn't come back and can be found just chewing on the stick.

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Environment

  • Make the movement and space to move around in as simple as possible. This might give players more focus on what they are looking at and hearing. 

  • When paddling on the rivers, what happens if the players don't want to, or don't even know to paddle to a beaching point? - Should the game just control this? 

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