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Decision Justification

Highlighting Doors

I spent a while trying to decide the best way to communicate to the player which button opens which door, and if to do so at all. This complication was influenced by research into puzzle games I conducted throughout the time I was working on the project. I learned that there are multiple approaches a player can take to solving a puzzle, some would stop and analyse to try and work out a solution, while others prefer to start interacting with the level immediately to see what happens. The first group of players would benefit from being able to immediately see which doors are connected to which buttons upon loading into a level. This could be done by colour-coding the doors and buttons or having them share symbols. An approach that would better suit the second "brute-force" group of players is providing no indication at all of which door will open, forcing the player to press play and make their robots stand on buttons to learn their effects. The approach I decided to take was a middle-ground between the two. I made it so that the ghost standing on a button in the planning phases lights up the corresponding door(s) so the player can see the button's effect before pressing play. 

Game Theme

My game was originally going to be a dungeon delving game in which you control three adventurers, working together but also betraying each other with the goal of taking all the treasure for themself, like the opening scene to The Raiders of the Lost Ark film. They could betray each other by closing doors on them, dropping trapdoors etc. However, I decided to pivot to a game that revolves around bank robbers instead. The player controls three characters that betray each other to keep the stolen money for themself, like the opening scene to The Dark Knight film. The game being set in a bank makes more sense thematically because players were initially walking into doors and exploding, but now the levels contain laser doors which can more realistically explode robots. 

Player Turning Around

I made the decision to not allow robots to turn back on themselves in their paths. If the player moves to the point they were previously at when planning the route, their last move is simply erased. This is to add a level of complexity to the game in that the player must walk in a square if they want to wait rather than just back and forth between two points. I believe this approach adds an interesting edge to the game as the player sometimes has to find the space to complete a loop with a robot before moving to the desired location. 

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