Room Outline:

Room 1- NY business office

  • Break room
  • Cubicle
  • Employees greeting the boss
  • Office plants
  • Office decor
  • Time machine

Room 2- little caveman complex

  • teepees/tents
  • Hieroglyphics
  • Fire
  • cactus / plants
  • stones

Room 3- inside a cave

  • Table and chairs
  • Stones
  • Bones
  • fire

Room 4- wilderness

  • Tons of plants, rocks, and dirt
  • Wildlife

Room 5- outside village 

  • Fire
  • Pile of sticks
  • The cooking site where men go

Room 6- he is beginning to time travel back

  • His memory plays back through his time 
  • It's tunneling inward
  • Transports right to where it all started back in the NY office

When designing this bitsy story, I wanted to create a story of a place that I personally would have an interest in going to and visiting. Though there were so many places, one in particular stuck out to me. The “Caveman” times. Every time I build a fire or sit around a campfire, I am always mesmerized and I always have a curiosity about how the cavemen built fires back then. I also want to know how they cooked and hunted without any of the resources we have today. So, I chose the time era. The story is supposed to take you from scene to scene. In some places, one may find a caveman doing caveman things. I included details like hieroglyphics and big stones, sticks, and typography so the player could recognize a change in scenery. I picked the avatar to be a big new york businessman falling into stoneage straight from his high-rise office. I picked this because I figured it would be most in contrast to the opposite and biggest culture shock. I had fun with the transitions. By using the tunnel transition I tried to simulate a time machine and tunnel vision traveling through time. I also used animation on the flames so the player could see how that is the center of their world. 

Learning about the theme parks really played a role in developing my rooms. For example, I added in as many details as I could but also kept it really sparse so that the screen would simulate the environment the player is in. I also tried to tie in the experience by playing off of the language used throughout the story. I tried using broken English so the player can feel like it is a part of that world. At first, I used complete sentences and that took away from the character development when the reader would land on a character. I also tried to use color schemes to represent the little worlds. For example, in the New York office, I used black and white to symbolize a boring and mundane workplace. Then, in the past, I used real rugged/nonbright colors to represent the undeveloped life of cavemen. I remember the Disney world videos implementing smells for the environments that visitors would embark on and I hope the player will see objects like the fire or the bag of chips and smell those smells when they encounter those things. This project made me want to visit the stone age even more than I already do and I hope the player shares my feelings.

StatusReleased
PlatformsHTML5
AuthorTtugames
Made withbitsy

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