I then created level 2 of the game, to give an impression of the game-progression.
This was based on research into popular SuperMario games.
The same theme ran through level one as it did with level two, yet this level was clearly more challenging. It began with a battle out between the dyson-bot and another robot; this was using dust collected from level one; emptying the hoover.
I then added blocks as different layers for the dysonbot to navigate around, in its quest for the next accessory/component.
The dust mites had become more evil on this level, as signified by the red colouration – connoting danger! The dust had become more valuable, as suggested by its golden paint fill. The points would appear on the screen using the same star that was viewable on the first page of the web design, ensuring continuity.
The colours this time brought in the accent colours of purple and blue that were explored on the genuine dyson website – this brought everything together very nicely, and it is believed that I should go back to page one and start adding in little hints of these accents – this colour addition would likewise evolve and transform as the pages go along.
Each time the next level loaded, the game would revert back to loading page one, and document the new score and the updated stats card.
What next?
I have reached the number of slides that I should produce, consequently I must now think about tweaking these, ensuring continuity throughout with regards to colour, size and design. I will compare all slides in sequence and assess what works and what doesn’t work so well before I move on.
Sunday, 22 November 2009
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