This bitsy story take place in medieval times with wizards, guilds, and the occasional talking cat. You are a time traveler who’s ship broke down and you need help fixing it to get back to your own time.

 

Room 1: This is the starting point you are thrown in this situation and your surroundings are your first resources to find a way home. You find a sprite that tells you how someone in this time period can help you out.

 

Room 2: This is the guild room home to the wizard this sets the stage for you to figure out which time period you’re in.

 

Room 3: This is the basement home of the wizard. The room setting show you he is an important figure who can help you on your quest.

 

Room 4: This room is essentially the same location in room 1 just a different point of view. It’s a first-person point of view so it’s like your standing in front of the cabin staring at the walls and hedges.

 

Room 5: room 5 is the exact same room as room 4 but just gives it an illusion of the gate coming down.

 

Room 6: is the town center and helps the story arc because it contains the place the wizard told you to go.

 

Room 7: this is the shop the wizard was talking about to get his ingredients but isn’t that last room you will visit before the story ends.

 

McCloud concept of abstraction takes place naturally in the bitsy world because of the simplicity of these games with only pixels as illustrations. Despite this I really wanted you to become the character, so I made “you” have no dialog only being repeating back you what you said to them to put yourself in the characters shoes. Another strategy I used for this is using the same room or sets just in a different perspective. The first room you start out in you later revisit but this time in a first-person view putting yourself as the character. (pg. 30-21)

 

For the concept of transitions, I wanted to show the chronological order of the story through consistency. McCloud said in his book when he was young his would believe the world would disappear behind him as he walked and the whole word was a show. In order to create a real world, I made the transitions between rooms be rooms you have been in before. For example, once you go to the shop and get the wizards ingredients you have to go back through the gate with the cat which you had talked to previously. This helps fill in the gutters of the stories with something you have experienced before. (pg. 60,67)

 

The subject of time frame as mention by McCloud is shown through the interactions had with the characters. Although you’ve seen some of the characters before, depending on your new experiences and new collections of items they will direct you in different ways. The time setting for this story is set by the rooms and characters around you, but the stories time is told by the characters themselves. For instance, you see the gate keeping cat and the first time you seem him he opens the gate for you but after you have gone and seen the store owner you’re not going back to the same time as before. The new interaction you have with the cat will give you a shortcut back to the wizard, showing your progress of the narrative. (pg. 96,97)

StatusReleased
PlatformsHTML5
Authormcalister88
Made withbitsy

Leave a comment

Log in with itch.io to leave a comment.