Narrative, Character and Currency Ideation

Hanni and I were tasked with creating the narrative, or back story that exists in within the game and explains why the action in the game occurs. We decided to mind map ideas within a designated Miro board for our UX development work. We worked really well in our UX team, and were able to bounce ideas off one another really well. The image below doesn’t offer a very good close up view of the details but highlights the avenues of possibilities we ideated.

Fig 1: Narrative Mind Map (created on Miro)

Currency Ideation

I looked at the currency ideation and brought together some initial ideas of what different fruits and collectibles represented.

Blueberries – HEALTH (this can be used in the battle round as blueberries can be turned into powerups, armour and skills). The colour of the caterpillar (red, amber, green) shows the health levels.

Fireflies – Night mode only. LIGHT THE WAY IN NIGHT MODE – these are kept in a jar. The fullness and light on the jar show the levels.

Spiders/Frogs – Hit a deadly spider or frog and you lose some HEALTH

Dangerous Plants – Whilst it’s fun to smash into things, hitting deadly plants and spiky trees will hit those POWER levels HARD!

Health, power, skills & resources

Look out for other special POWER UPS that can aid you in the battle rounds!

 Oranges give you extra speed

Collect an pear to boost your strength

Apples give you extra BITE

Watermelon gives you the ability to hold your breath underwater for longer – useful for later worlds!

Hitting some animals will give you skills which will be useful for fighting those baddies!

Smash into a Crocodile to give you the ability to smack your opponent really hard!

Catch a TIGER to gain extra vicious teeth and claws.

Catch a BAT and you’ll be able to fly!

Catch a FROG and you’ll be able to jump really HIGH

Catch a TURTLE and you’ll be have SUPER STRONG PROTECTION

LIVES – Blueberry starts with 5 lives which are displayed in the form of hearts. If his health levels drop to zero, he loses a life and must start the roll again. Outside of the gameplay, new lives are added every 15 minutes (think Candy Crush).

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Final Concept: Goro Goro Gasha

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Week 4: The nuts and bolts: Research and Surveys