The big to do list. Part II: Graphics and Library Scene
Hi there, friends and enemies of democracy!
This post is the second in a series describing my current plan to further develop Socratic Democracy. In this post, I comment on planned improvements in two areas: Graphics and the library scene.
Tickets, or possible improvements, are classified from A to E in importance and from 1 to 5 in expected time to implement. See my previous post for more details.
Graphics
The philosophy behind the graphics of the first version was: “Make it sweet enough that people get a bit excited”. With this objective in mind, I prioritized the main images (such as the map), as well as the images that appear early on. Details and later images (especially for the event system that intensifies over time) got less developed or not developed at all.
This list presents some of the most noticeable things that could be improved on the realm of graphics.
Animate guards a bit. B3 or B4.
The moment when guards turn against the people marks the end of the game. It is important and thus it should feel awesome and surprising to players. I believe an animation is required.
The animation could involve just 4 added frames, a transition from standing to an attack position. A more advanced version would have the soldiers walking in formation towards the people. The animation will also require some programing.
Add images to crucial events. B4.
Some crucial events could really improve by adding a few images. The events that are crucial would combine the following:
- Importance in the narrative.
- How action-based the event is (for instance, when the player is attacked on the streets).
- Events that currently use to many words to describe it, words that could be eliminated with the use of images.
The events should help players feel the game, while currently they are boring. Images are thus necessary.
I guess a prerequisite is to find the top 6 events that could improve with images.
This would require a committed artist, but I could guide the artist.
Add images to most events. C5
This is an extension of the previous ticket; it is harder and not such a priority.
This is a huge task, as there are many events, and it is not clear what the image in many of those should look like. A committed and autonomous artist would be required.
Differentiate/improve guards. D3.
All guards look the same, which is a bit boring. They also do not look great; I remember rushing it as fast as I could.
This may require reimagining the guards, not just doing small touches to the current figure. For instance, I think it would be realistic to add a shield and change clothes significantly.
Improve the Agora scenario or scene. D3 or D4.
The agora scenario is the least appealing. Even the geometry is broken. The hard thing about it is making it work with Leonidas and other individuals in the scene (such as the guards) while keeping enough free space to show promises/policies. What today are only the heads of the notables could be become the full figure of them, among the people.
One possible path to take (which would make this D4 instead of D3) is to make Leonidas walk around the Agora, being able to engage in (very short) dialogues, though not needing to, and making each promise/policy in different areas. This would mean that less space would need to be freed for the promises, as only one would be shown at a time.
Animate Leonidas a bit. E3.
Leonidas, the player's character, could be animated entering the scene, leaving the scene, and opening his parchment of policies and promises. This could be as simple as making 12 images with little movement.
Library
In the current game, the library is there on the city map but doesn't do much. It just sends players back to the introduction to the game.
My plans have always been to make the library a good place to explore and learn. I think it can act as a menu of information. In particular, I think that excerpts of Chapter 8 from The Republic of Plato, since that text is the entire inspiration for the game. What is players re-read Socrates' words in context? Would that make the game strategy click?
Make the library a scene. A2.
Before doing anything else, I should design the library scene, basically making a scenario and creating the options in it. This is of course about graphics and UX, but I classify as library because it only makes sense if the library scene is going to be used.
Within the scene, there should be buttons to assess different content:
- Introduction. A link to the introduction of the game (which is currently all the library does). But what should the title be?
- The Republic of Plato, 8th book, annotated.
- Credits of the game.
- Exams.
- Maybe the saving system should be in the library (I think that is cute).
- History of Foititia.
- Music sheet of the songs played in the game.
The Republic of Plato, 8th book, annotated. B2.
Supposedly, students should read the chapter/book before playing the game. But students these days...
Ok, let's not rant. I am making a game in part because I want to excite them to read the material. So it is ok if they start this journey without opening their book/pdf. But what if, once immersed in the game, feeling like Leonidas, they decide to finally read the book?
That is why I want to have the actual Chapter 8th right there.
To sweeten things up, the text should be annotated by a local philosopher, perhaps by Bion. Maybe on the first page there should be a note saying “Dear disciples: I have marked and commented on the most relevant passages of Socrates/Plato political philosophy. Please check it by scrolling down this parchment.” Then, many pages down, the crucial information to play the game well should have notes and marks.
This could be easy, though I didn’t figure out before how to link to a PDF within Godot.
Credits of the game. B1.
The game is lacking credits, which makes it unfair (which is why this is B instead of D). Godot is not mentioned; the celebration sound is not mine; when I add Aline’s interpretation, I must add her name. In the future, other contributions may be added. I could also add there the name of the songs.
Exams. C4.
Perhaps the game could include multiple choice exams, where the player/student can check that they understood the content of the theory proposed.
Working on this would require figuring out 20-50 questions and how to implement them in Godot. This is probably a C4.
History of Foititia. C2.
This is probably going to be revised multiple times, especially if the game universe expands. But it should give a bit more of context for those seeking it.
For instance, what is the meaning of “Year 300”; its history with regards to Astugeiton. Mentions of other political systems that existed in the town before.
Music Sheet. E1.
Just a little luxury, I could add the music sheet for the songs in the library.
Get Socratic Democracy
Socratic Democracy
Play as a politician in an ancient greek city state called Foititia.
Status | Prototype |
Author | pedrorns |
Genre | Educational, Simulation |
Tags | ancient-greece, based-on-a-book, democracy, Godot, philosophy, Point & Click, politics, Short |
Languages | English, Spanish; Latin America, Portuguese (Brazil) |
More posts
- Presenting the main charactersJul 02, 2024
- Poor Neighborhood: where campaigns take formJun 25, 2024
- Making the AgoraJun 03, 2024
- Gamedev is hard: dealing with the exit of some subcontractors from the projectApr 14, 2024
- Winter to spring animationDec 12, 2023
- End of winter: An in-game animationNov 05, 2023
- Milestone: We got our ancient Greek city image!Sep 04, 2023
- Going crazy with historical connectionsJun 14, 2023
- Game tree or state machine? How to explain the narrative flow for collaborators?Jun 11, 2023
- Adding dialogue to the gameApr 24, 2023
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