my presentation:
The character is Calvin from Calvin + Hobbes because he represents the fourth dimension of play spaces, creating something from nothing. Like converting a plain box into a Transmogrifier, or playing hot lava with the carpet.
I needed a tutorial to introduce any new player to the mechanics and controls of the game.
This first environment is designed to feel organic, mimicking the real world. I gave it some light hearted music to give the player a feel for the mood of the game.
I have sound effects placed around the tutorial, like and audience cheer for when you pass an obstacle.
I have also added a number of extra interactive elements, such as the bear. When your character grabs him, he growls.
You need to interact with the environment in order to progress, like pushing a block to create a step.
When you reach the end of the tutorial/organic section, you drop down to...
the construction zone.
This is a conceptual game play element. Because the of the urban development, real world physical play spaces are shrinking, and the player can do nothing about it.
In the end it is the new virtual play space that saves the player.
As the player goes deeper into the virtual space, the organic curves fade and the user is greeted by an increasingly square environment with limited colours.
The beeping sounds that play is meant to represent one of the first virtual play spaces of Pong.
The player slides down deeper as his movement activates sounds that hint at virtual music.
At the first part of the blind course a bat (as they rely on sound) appears gives you directions. These are short because there is limited space you can type in.
For the blind run, you have to close your eyes, and only guided by the audio cues, to avoid tons of obstacles and finish the level.
boing = jump (x)
ding = grab (tap R1)
chimp = change direction (L3)
If you press the wrong action, the character loses a life by getting electrocuted. I chose the electric hazard because it gives off a faint sound, which while playing only by sound makes it seem more dangerous that it actually is.
The course is divided up into 3 sections: easy (green), medium (blue) and hard (red). The player knows when they have reached the next section, as a checkpoint activates playing a distinct sound.
As the course progresses, the obstacles get harder. The sound cues get quicker, the sections get longer, and the sound cues become more varied, for example having change direction while in the air.
I also added a part where a few sound effects are played, but have no effect on the game play. This is just designed to disorientate the player.
Success depends on the player's reaction time to complete the level.
I chose the show the blind run course's visuals for presentation purposes. If this was made for competitive players, I would cover up the course so they aren't tempted to cheat.
I would also lock the shortcuts and give the player the keys as they progress.
Play testing the blind course was hard because I couldn't see what was happening.
So for the most part, I played with my eyes open and purposely slowed my reaction time.
I played a games designed for the blind (like Metris - musical tetris), but they were too hard. One reason was that the instructions weren't layed out visually (with formatting or symbols) like usual games.
It is easier for sighted players to play these games if they can relate the spaces of sight and sound to one another.
If my level was made to be competitive, I would introduce the blind run mechanic with visuals, then cover the rest of the course.