Week 1: Planning the Looting System
I used Miro to create lists of potential loot items I could include in my Western game prototype. I categorized the loot into different groups to allow me to create a colour-coded highlight system, such as using a red outline for weapons and a gold outline for valuable loot items. Later on in the week, I decided against this approach to avoid overwhelming or confusing the player. Instead, I plan to create a simple interaction system with a maximum of two colours, such as a white outline for interactable/lootable items and a gold outline for rare/valuable items. I think a simpler system will better improve the player's sense of immersion.
I collected examples of interaction systems from existing games to analyse how players can interact with items step by step. Using these examples as inspiration, I then sketched some initial ideas for the looting interaction I aim to create. I mainly took inspiration from the UI design in Crime Scene Cleaner, as I believe the simplicity of the system makes interaction feel immersive, seamless, and intuitive.
I also came up with a simple idea for the gameplay behind the UI prototype. The player has to find and steal the saloon owner's stash of gold within the time limit. With this idea, I have the opportunity to create various Blueprint functions, such as opening doors with keys, a stealth meter, mission passed graphics, and more.
Objectives for Week 2:
- Competitor research.- Identify common design characteristics of Western design.
- Collect examples of Western design.



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