Palbetto Case Study

 

Overview

Palbetto is an app that would function specifically to allow a Game Master/Dungeon Master (herein referred to as a “DM”) of Tabletop Roleplaying games to better connect with and coordinate session times with players in campaigns that they’re currently hosting. The app enables DMs to proactively set their availability and coordinate it with their existing party of players to ensure that sessions are able to be held at regular intervals.

Problem Statement

Turn-based RPGs – in the style of Final Fantasy, Dragon Quest, and similar titles – are considered outdated by many of gamers. Many in my personal circle have told me they find playing such games tiring and repetitive. A specific gamer, who enjoyed such games when they were younger, even disclosed to me that they found replaying a Final Fantasy game from the 90s as an adult exhausting. Common complaints include the gameplay also being slow.

The aim then becomes to create a battle system that can counter these issues. It must be challenging, and engaging, with the potential for fast-paced gameplay that drives players to keep going. 

Users and Audience

The audience would be gamers who enjoy (or once enjoyed) turn-based RPGs; gamers over age 36. In some instances, there may be gamers outside that age demographic who enjoy this exact genre but they’re a lot less common.

Scope & Constraints

Typical constraints apply, as this is a one-person project. However, a big one looms on the horizon: modern gamers are very discerning, critical, meticulous, and often unforgiving. 

Process & Actions Taken

Phase 1

Working from the original notes and rough mockup, I went about making some rough sketches of aspects of the HUD and UI to flesh out a base concept. I also went about making rough sketches for the sprites (individual pixel artwork of player characters and example enemies)

Phase 2

The Designer created a concept using Adobe XD, trying to realize the overall form of the application.

Phase 3

Examples of the type and frequency of push notifications would send users were generated.

The frequency of notifications will differ in the finalized application based on user testing. They will get more passive-aggressive the longer a user ignores them.

Outcomes & Results

To be seen. The project is still in progress.

Previous
Previous

RPG Battle System Case Study

Next
Next

PURE Drinkware Spring 2021 Catalog