First of all, thank you very much for the courses brought to us this semester. I really learned a lot about code and the basic theory of games and benefited a lot. So for this final design, I used all kinds of things we learned as much as possible.
My game story is based on the quiet year and my autobiographical character. But I did not follow the world outlook set at that time but built a new story on its basis. Before I started writing the story, I used objective strategies cards to give me ideas. What I drew was "humanize something free of error", "is it finished?" "You can only make one dot at a time" "you are an engineer" and "take a break." These cards don't seem to have much relevance, but I extracted the three elements of humanizing error, engineer, and unfinished to conceive the idea of creating a secret room. "Make one dot at a time" reminds me of the ticking of the countdown. "Take a break" has become the critical reason affecting the plot.
When I started writing stories, I used otter to give a colloquial general description and then Charng and N + 7 for random reconstruction. Then I will try to use the anagram generator to split some nonexistent or incomprehensible words. In the game, the critical ending of the vegetable patient is created by the anagram method. However, in general, what is written has destructive grammar or is basically completely difficult to understand. I will then try to extract some exciting sentences and write them again according to my plot. When I encounter a lack of vocabulary or don't know how to proceed, I will first use googlism to find some interesting ideas and then try to continue writing with botnik. The stories about jumping from a building and calling are both created by botnik in the game.