Where's My Key?


Most frequently in Bitsy games, we see the player avatar represent an entire single character who moves through a world that is seen from a bird's eye perspective. The avatar, though, can be a lot of things – a cursor scrolling through Facebook, a wandering gaze – and the way we interpret the avatar frames our perspective on the entire game world. How does a first-person perspective create a different relationship to the world than a top-down view where everything is at scale to the player, or even a side "diorama" view?

Today's exercise explores perspective. You are given: A Bitsy game containing three rooms, seen from a first-person perspective, with the player avatar as a Myst-style pointing hand. The third room is locked, and can only be opened when the player finds the key (the default Bitsy "key" item works). The task: Fill out the rest of these rooms to create a winnable game with an ending.

  • The player should feel like they're rummaging through cluttered rooms. Take advantage of the first-person perspective to fill the rooms with minutiae.
  • Try to maintain a consistent scale and perspective in everything you add. Remember: One tile is about a hand's size.
  • The two critical additions are a key to find somewhere in the first two rooms and some sort of ending in the third. Try adding a fun visual reward or reveal for the player upon entering the third room.
  • You don't need to use the default key if you don't want to – the key's probably not in plain sight, after all. Change its appearance, or script another item that sets "key" to 1 when interacted with.
  • (Incidentally, the script for the locked door is in the "locked exit 2" dialogue resource, if you want to change it!)

As an additional challenge, when you're done, try and recreate the game using a top-down perspective or a side-view perspective. What adaptations do you have to make for it to work?

Files

where_s_my_key_.zip 61 kB
1 day ago

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