Thursday, October 27, 2016
Brian Abbott Update
So this week after playtesting we're going to try and work on a couple things. One being presentation. I plan to try and develop some form of a particle effects for when the laser is being scanned and pitching things for a our splash screens. Other than that I've been focusing a bit on my other classes at the moment but will try and get this done before the quarter's end.
Cole Smith 10/27
In the past week on our game, I have been fiddling around with both the dbug settings and the display settings for the end screen.
For the next week, I want to get the end result screen to look not like a prototype end results screen, and actually be appealing. I also want to implement feedback on the miss so that players have something to react to when they mess up.
Weekly blog post 10/27 Eric Speck
This week we improved on the alpha build and made plans for
the next weeks leading up the Beta. We played around with the various debugger settings
that Timmy made and found that making the laser be slower in the beginning and
rapidly get faster feels better then what we had before. I also created a
splash screen for the beginning and helped with improving the results screen
make more sense. For next week we will improve the results screen, work on
negative feedback and also make the game more interesting to the eye then just
a laser and black bars.
Thursday, October 20, 2016
Timmy's thoughts - alpha
lots of new, kind-of experimental features here, and a lot of code that really needs to be refactored.
as it is, it's already been challenging adding new features with the current code setup i have, so i'll be spending quite a bit of time cleanup for the next few weeks. free time is a bit easier to come by at the moment, so hopefully it won't go too badly
the best thing to come out of this week's work was definitely finding out about the audio mixer. there's so much potential here. it's gonna be fun playing around with those settings more in the future, too.
as it is, it's already been challenging adding new features with the current code setup i have, so i'll be spending quite a bit of time cleanup for the next few weeks. free time is a bit easier to come by at the moment, so hopefully it won't go too badly
the best thing to come out of this week's work was definitely finding out about the audio mixer. there's so much potential here. it's gonna be fun playing around with those settings more in the future, too.
Weekly blog post 10/20 Eric Speck
This week we created a working Alpha and made plans for what
the Beta will look like. We added many features to the visual feedback loop
such as the music and sounds changing as get more perfects and the laser
speeding up as well. Our game has finally got to a good point where it is fun
to play and has one more time addicting feel to it. I helped out by creating 5 additional
levels, created the alpha video, contributed to design talks and worked with
Timmy and Cole on sound feedback loop. For next week we will continue to work
on the feedback loop as I have planned another playtest so that we can get valuable
feedback.
Cole Smith 10/20
In the past week, I have been working on several of the visual effects for the game-the minimap slider, the lighting, and the color change for the barcode.
For next week, I want to work on finding a good method for doing the you scanned/you got items, because right now our current method is way out of date and doesn’t gel with the rest of the project.
Brian Abbott Update Blog
This week we focused a bit on UI and we were pitching ideas in a way of conveying to our players that they are accomplishing a task or are doing well. It was more or less a way of trying to make feedback a bigger part in our game where we added text on how well they hit the bar as well as making the background light up slightly to the combo the player is initiating.
Once we get feedback on Tuesday, we'll know what direction we have to head in.
Once we get feedback on Tuesday, we'll know what direction we have to head in.
Thursday, October 13, 2016
This week I didn't really have much artwise for the game since I'm trying to focus on my Capstone Project. I did some UI Mock Ups as well as ideas to spice up the feel off the game to try and make it feel not as bland. Will continue to pitch ideas and try to assist in implementing them into the game before Tuesday but I can't promise a whole lot in terms of big changes.
Weekly blog post 10/13 Eric Speck
This week I conducted the playtests and got valuable
feedback regarding what direction our game should take. I also made 3 new
levels that were longer which we have found is better than the short levels I
had done the week before. I worked with my team to address design issues such
as improving the feedback loop that we are putting in the game. We decided to
have the laser speed up after every time you get a “perfect hit” which goes
along well with the longer levels. Next week I will conduct another set of
playtests and will add more levels as needed. I will also mess around in our
game engine to adjust things like the laser speed until I find a good balance.
Cole Smith 10/13
Cole Smith
In the past week, I have met with the programmer and worked on creating a positive loop through sound.
For next week, I want to work on messing around with features of the UI to make the game easier to navigate/play.
Monday, October 10, 2016
Playtest 1 feedback
Second playtester was able to get the hang of the game
quickly and after that never really had any problems with the levels. Was
confused by the objects at the end and didn’t realize it was a judge system
until it was explained. Felt the levels were short and easy. Said that he
wasn’t sure if he was doing the right thing or not.
Third playtester really enjoyed the experience but felt the
levels were too short. Also found the objects at the end confusing. Was able to
figure the game out quickly and got the hang of it in the first level. Didn’t
have a problem getting the right object and thought the game was too easy but
found the game engaging.
Fourth playtester enjoyed the experienced but had minor
motion sickness from the speed of the game. Felt the game was really
challenging at the start but once got the hang of it didn’t too many problems.
Didn’t always get the right object.
Fifth playtester had fun but had eye problems from the bars
moving fast. He found the game engaging and this wasn’t the first time he
played the game and found it more responsive then the last time. Felt confused
by what was the right thing to do.
List of ten things we plan change
1.
We will make the barcodes change colors if you
do well and if you mess up
2.
Add context to the items and show
3.
Longer and more difficult level design
4.
Camera changes to prevent motion sickness
5.
Laser increase speed in general
6.
General gamefeel concerns (feedback loop)
7.
Possibly add more sound
8.
Changes in the results screen
9.
Popup visible feedback
10. Axe
brake
Thursday, October 6, 2016
Weekly blog post 10/6 Eric Speck
This week I started experimenting with level design for our
game and preparing for playtests. We got valuable feedback from class that we
intend to incorporate and explore to improve our game. This week I created 8
levels of various lengths. One thing I am curious about is if our levels should
be long or short. Next week I will conduct the first playtest session and
create more levels taking in feedback. I also plan to meet up with my team in
the lab where we can address critical design issues and make choices about the
direction we want to go in.
Brian Abbott Assets post
This week I didn't have as much time to do 6 assets so I had 4 for this time. I plan on Cranking out a few more during the weekend and before class on Tuesday and then I want to start with talking to everyone about UI for the game.
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