• Room 1: Takes place outside to introduce the robot where he meets the doorman that gives the player an idea as to where the robot is.
  • Room 2: Takes place in the office of the head robot in the world. He tells the robot what he needs to do to change his path.
  • Room 3: Takes place in the past showing the first mistake that the robot needs to fix.
  • Room 4: Takes place in the past showing the second mistake that the robot needs to fix.
  • Room 5: Takes place in the past showing the third, and final, mistake that the robot needs to fix.
  • Room 6: Takes the robot back to the present where he finds out that all his mistakes were fixed.

The abstraction in my game deals with “focusing on specific details” (pg. 30). With my characters being robots it was harder to make them noticeable without “stripping down…its essential meaning” (pg. 30). Being abstract in a game helped me showcase my characters and let me include animation. With this being said, the animation that I used is supposed to show the robots talking as it seems to be like whenever you see robots in animated films or shows talking to another character. The transition that is most used in my bitsy game is the scene-to-scene transition. As McLoud states in the comic book, the transition just moves “us across significant distances of time and space.” (pg. 71). This is true as the player moves from room to room to signify different times in the life of the robot. The first two rooms as well as the last room takes more of a subject-to-subject aspect due to these rooms taking place in the same time frame, just different parts of the building. “The panel acts as a sort of general indicator that time or space is being divided.”, states McLoud (pg. 99). This is seen in my bitsy project when the different rooms are flipped through. I used the colors to indicate whether they were in the future or in a different year in the past. 

StatusReleased
PlatformsHTML5
Authorlhopkins
Made withbitsy

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