This week we focused narrowing our audience, and clearing up our vision for our simulator game. We surveyed a hand full of people about their knowledge and thoughts on natural disasters, and grouped the like thoughts to help us grasp the general thoughts on the subject were. This helped us narrow our audience and focus for the personas.
With the two personas that we created, we tried to focus on two different groups of people, the more parental and protective kind of person, and the independent tech savvy person. We believe that these to types of people will be the main users that we will have using our simulator game.
Finally, we worked on bodystorming and figuring out whether to have a 3D or 2D simulator. Our first problem that we had to tackle with the thought of a 2D simulator was the loss of urgency. That feeling of needing to hurry was key aspect that we couldn't just give up for convenience sake. Other issues that we worked on and resolved were the point of view, movement mechanics, and flow. Below we have a few different ideas that we ran through while trying to solve these issues
In the end we decided that a point and click 2D world where when the users click on an environment it changes to a clearer 3D rendering of that object would be the best of both the 2D a 3D worlds. After this small session we added different elements and possible UI changes to show the passage of time and have users feel that sense of urgency.