1. Room 1 is an arial view of an airplane and the sky. It let's the player know that the sprite is flying way up in the sky.

2. In room 2 the airplane is approaching New York City.

3. In room 3  is where the location is set and where the conflict takes place. In room 3 is where we see the original events take a turn. 

4. Room 4 where is where the climax takes place because they are rushing to get the bomb away from the Twin Towers so that nothing bad will happen. 

5. In room 5 the airplane reaches its destination intact. 


 In any Bitsy game I feel as if the part of abstraction plays a major role. In McCloud's Understanding Comics  he notes that when we abstract an image we are "focusing on specific details" which is mostly what Bitsy as a whole entails (pg. 30).  In my Bitsy game the way that I used the concept of abstraction was basically making my design as simple as it could be while still being able to get my whole story across without much written explanation. The way Bitsy 's design method is set up, the designer really does not have much of a choice than to simplify or abstract their design. The type of transition that I used throughout my Bitsy game was scene-to-scene transition. McClouds explains that scene-to-scene transitions "transport us across significant distances of time and space" and this is very relevant to my Bitsy game (pg. 71). In my Bitsy game, there are a total of 5 different scenes, 3 of the scenes are essentially of the same composition however there are different angles that are shown to show the progression of the story which signifies the movement through distances as well as time. Although 3 of my scenes are similar, my use of transitions fits the story line every well and adds a dramatic effect to the visual aspect of the game.  McCloud mentions that "just as pictures...create the illusion of time" words can also have the same effect (pg. 95).  A good example of time frames through words would be the use of dialogue. In my Bitsy game I incorporated dialogue in each room to help signify the passage of time. Though my dialogue boxes do not directly state that time as passed, the player can infer that it has. For example, from one room to the other my avatar travels from New York City to Los Angeles, California. Since the majority of us know that New York and California  are very far apart, it is given that a lot of time as passed in between both scenes. 

StatusReleased
PlatformsHTML5
Authoryvetteciia
Made withbitsy

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