Initially my floor plan had all the rooms the same sort of size with the house being mostly symmetrical.
Having played around with this idea it became obvious that having the same looking rooms throughout became tedious, especially as the actual content of each of these rooms is pretty similar. Instead I decided to use the third room a little differently. The key would be set in an obvious position and the player would be able to easily walk up to it. However the room would change. I made it so that the room shrank in size once the key was picked up.This was purely a technical experiment to see how the player would respond to a sudden change in what they thought was likely to happen, they have been introduced to a simple house and at this point shouldn't be expecting drastic changes in the environment itself.
The preconceived knowledge is then destroyed thus putting them on the edge for the next change in what's going to happen. I wanted to break down the barrier of what already would have felt like normality to the player. Make them wonder what's actually going on.
I will be working on this room more in the future as I am still not happy with its outcome. But for now I will move on to reach an end game state and add in a monster of sorts!
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