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One sheets

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        Cade Boden Underwater Hunt Background: You are located in an underwater world in search of the treasure chest within the sea. Spacial types: Narrow Space: I found narrow space to be a tight space that the player will need to walk into. I created an entrance pathway which I was trying to make  a little like a crevice that the player would need to walk his way through.  Intimate space: In the book it talks about this space being an area where the player can test out their controls, such as jumping, shooting and other mechanics. Thinking this way, I choose to create a space in the middle of the map where a player would be able to do those actions, such as jumping and shooting for testing. Prospect Space: This area is described as being a large open area and I used this in most of the places I showed one of the monuments within the level. Connect to its a labyrinth/maze: In the book, it classifies a labyrinth as a maze like levels except that it is a single path that will eventua

Blog #3: Physical Puzzle

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PUZZLE: My puzzle ended yup not being completely finished and turning out how I wanted, I believe the closest my game connected to was a information puzzle. This is mainly do the the players having to solve what Undertale names are made from the listed anagrams below. After solving this, it would lead to a second part which would include a pan and pencil. Eventually this would lead to them seeing hints on the page for folding the paper to make out an image that I hope will be made inti the face of Sans. Avoiding bad elements: I avoid many of the elements that are bad for puzzles indicated by Bates. These being ones such as making player restart or making the way to solve not difficult or small. Good parts of puzzle: My puzzles included some good elements such as a theme which stayed throughout the steps in this puzzle. Each of these parts of puzzle with connect to each other in a way which it turn gives the player an idea what to assume the answer is or know what to expect as the answe

Blog #1: Door Sketch

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 Blog #1 Sketch Reference to Reading          The Concept behind my door is make the player start in a room that is contained the only a secure vault blocking the characters path which can only be opened with numbers. Its suppose to give off the impression that what they are in an dare about it enter is very secured and potentially may be dangerous. This also indicates that they are trapped somewhere and need to figure a way out.     There are a few different parts were my door would connect to "The Door Problem" reading. Some of these would be questions like how big is the door, can it be locked or unlocked, is it large enough to get through, and does the player have to press buttons to get through it. The first two questions connect in the biggest way because it is the main part of the door, the door almost as large as the from they start in is, and they need to be able to unlock the door which they will use the code of numbers or letters to do. The player is meant to go th