Closed Saturn-99 closed 9 months ago
One of things that @Saturn-99 and I discussed was including an ascii-art map of the office space, which the current space design would allow. This feels a bit against the spirit of old-school text adventures, but seems like it could really help players. I'm thinking of something non-interactive in the inventory with labels like "O6" and "H4" -- not saying what is located where. What do you folks think (especially curious what @spacehobo thinks).
Some kind of ASCII map like this (maybe with room IDs?)
+----+------+--------+----+
| | | | |
| | | | |
| +--#---+--#-----+ |
| | | |
| # | | +--#-+
+----+ | | # |
| | +---+---+ | |
| # | | | +----+
| | # | # | |
+----+ | | | # |
| # +---+---+ | |
| | | | | |
+----+ | | +----+
| | |
| # |
+----+-----+-##-+----+----+
| |
+----+
One thing that players need to comprehend is the way in which a "room" in the game's internal structures may not actually be what we think of as a "room" in the in-universe sense. For example, stepping north behind the receptionist's desk doesn't feel like you're in a new room, even if it is walled off.
That said, there is a long tradition of providing "feelies" with Infocom games, sometimes as aids to play or as copy-protection elements. We could produce a set of PDFs with items like a fire evacuation map for this floor, which would feel like a real object from the in-game world.
There may be other objects that are inexpensive to produce with the resources of a University, which could help sell the illusion to students. I'd imagine it might not be too much trouble to screen-print custom keycards, or maybe there's some UMN tat from the student bookshop that we could include in the game or something.
I will make a fire escape plan "feelie" image that looks sufficiently retro and institutional that we can link and/or print. This map will include room names and a compass rose (or similar) on it to make it easier for players to orient themselves.
There is a map in the Google Doc manual and I have the SVG source for it. Eventually, the map and manual should probably be in the repository.
During my tests of watching people play, testers very quickly got lost
One attempted to make a map for herself, however it got too hard for her to keep track of and quickly got lost. I don't want to discount the idea of telling the students to maybe make a map but this seems a bit out of the purview of what we're looking to teach.