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.

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.

Alpha video


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

 First playtester had problems with the camera messing with his eye, thought it was very fast. Felt levels were short and never really had problem getting the right object.

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

Cole Smith

In the past week, I've been busy, but have managed to get some planning done.

For next week, I want to optimize the pipeline so that the feedback loop gets completed.

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.