As mentioned in the previous entry, the next necessary step is to start implementing the core gameplay elements. To begin with, the focus will be on creating something simple, like a minigame where the player throws a ball in a straight line, with the distance measured based on the applied force. By keeping the player style minimal and accessible, it helps appeal to a wider age range. This also aligns with the overall design goal: a collection of short, daily gameplay sessions rather than long, occasional playthroughs.
Speaking of the target audience, part of the project plan involved conducting research to understand what type of players would be most interested in this game. During that process, the Bartle Taxonomy (Bartle, 1996) was encountered and used as a reference. This research was carried out to better define the target audience before committing to coding the game mechanics, in other words, to make sure that the features being developed align with the play styles of the players the game is most likely to attract.
Following the research done, it is possible to understand that this game should be focusing on Achievers and Socialiser players.
To appeal to the Achievers group, the project focuses on unlocking stages for minigames and cosmetics for the critter. Some minigames require the player to connect a microcontroller to play, and they will feature difficulty levels that can be unlocked through playtime. This design choice aligns with the preferences of Achievers, who are motivated by measurable progress and achievement in games.
To appeal to the Socialiser group, the game attempts to create a deep bond between the player and the critter by having the player adopt one from a selection. These critters vary in colour and personality. After choosing, the player is prompted to sign an adoption certificate. These steps were inspired by the “Build-A-Bear Workshop,” which enhances the experience of purchasing a toy by making it more interactive and personal, encouraging emotional attachment between the customer and the plush. This approach resonates with Socialisers, who are motivated by relationships and emotional engagement within games
The next step in the project development will be focusing on enstablishing a connection between the Unity engine and the microcontroller as well as adding the adoption scene.