THEME: SUGARLAND | SKETCH MODEL BY KHANH NGUYEN | STORYBOARD
As the storyboard shows, the game is based off of the sliding puzzles in which players can only move things piece by piece in order to re-create a certain pattern. The room plays on this idea in the form of a giant box of chocolates.
The new concept modifies the rolling truffle idea from the storyboard into a sliding chocolate piece idea that will stick with the consistency of the sliding puzzle game while providing easier game movement and less of a chance for loose pieces to move about. The grid is now a 4 x 4 piece grid instead of a 3 x 3 piece grid, adding to the challenge of the game.
The looks-like model resolves the physicality of the pieces. It is a 1:12 scale model. Designing the looks-like model allowed for thought on the actual sizes of the piece and how they would fit into the room. The actual pieces will be 3 x 3 x 2.5 feet, making up a 144 square foot grid. This should fit comfortably inside one of the larger rooms (the maximum of which is a 200 square foot) with a decent buffer. The height of 2.5 feet puts it just under waist level for most players, so players know that the only way they can move the pieces is by pushing. The pieces will be hollow and will slide easily on the floor.
The looks-like model demonstrates the setup of the board and what the patterns on the chocolates will look like. Resolving the specific patterns was important in order to make sure the designs were different enough to be recognized by the software and by the players as different pieces. (The works-like model will talk about the machine vision software and how well certain patterns fared.) The model also answers the question of what it means to have a 3D version of a sliding puzzle and how fun it is to slide actual physical pieces on a board.
Though this is harder to tell on the current looks-like model, the idea is that the room will have a small dent/pit that the pieces will sit in, so that there's some form of railing around the chocolates (currently demonstrated by the box around them). There will be some space between the pieces that that players can navigate around them and push them. The space will be smaller than a quarter width of each piece, just large enough for players to slip through but not enough for players to get confused as to where on the grid the pieces will go.
In order to increase interactivity, we are considering adding ledges on the walls that players can optionally stand on. These players can have a better view of the entire board and call out instructions to the players who are pushing. We are also considering weighing the blocks down so that it might require more than one player to push a block.
How well the players score on a room (i.e. their one, two, or three star rating) depends on the number of moves that they take to finish the game. If they finish the game in the minimum number of moves or close to that, then they will do better; if they take a lot of moves or don't finish then they will do worse.