Design through Prototyping
We wanted to have a minimalistic compass guiding trough the game. Different wheels can be attached, related to the puzzle you have the players have to solve. So we came up with quick cardboard prototypes, to get a feeling of modularity and handling. Also, those first cut-outs helped us communicating the idea and ideating on it. So the journey of our prototype began, and concluded in one high-fidelity mock-up of the compass.
The player sees their figure in the centre of the display. The surroundings are displayed in a minimalistic but colourful style. the outer circle shows the compass which shows the player where the next quest area is located. After solving a quest the user is rewarded with a gem and further quest areas are unlocked.
The compass provides different rings according to the type of puzzle. In the span of one semester it was only possible to work on three different forms of puzzles: Translating Runes, a sound puzzle, and a picture puzzle. Each Ring unlocks a new way of interacting with the device to solve the riddles.