2007年11月15日 星期四
Weekly Assignment 5
Interface finished and tried to gather and put together the work each of our team member have done individually.
Where and when you met with your group
No face to face meeting was scheduled this week as everyone have an extensive schedule near teh end of the term.
What you are going to do for next week
My tasks for the up and coming weeks are as follows…
1. Interface finished and looking forward for feedbacks and improvement.
Weekly Assignment 5
Group 9 : Stick Ninja
Aesthetics -
• Interface design needs more dynamics in order to give a more clear sense of the game.
Dynamics -
• The game is a interesting game with narrative characteristic. Paper prototype illustrates the game mechanism.
• Good paper prototype for mechanism testing purpose.
Mechanics -• There may be too much focus on creating a random nature of the game, taking away the ability of players to control the game outcome.
Group 10 : Zodiac War
Aesthetics -
• Prototyping the game interface of a fighting simulation game can be hard. More graphic can be added to illustrate the overall outcome of the game. However, the arts shown in the paper prototype is simple and attrative.
Dynamics -
• Balanced game elements but does not show the outcome of the game well. The prototype seem like a turn based game rather than a real time fighting game.
Mechanics -
• Simple and direct game mechanics that allows the players to enjoy the game without having to follow complicated instruction.
Group 11 : Crack Quest
Aesthetics -
• Artwork can be improved to show the attractiveness of the game.
Dynamics -
• The digital prototype shows good mimics of their game concept. However, a paper prototype can be useful to illustrate the game rules and concepts along with the balance elements so the peers can have a more clear view of the overall outcome and provide feedbacks accordingly.
Mechanics -
• Simple and direct game controls increase the entertainment value of the game.
2007年11月6日 星期二
Weekly Assignment 4
What you have done this week for the project
With the stress everyone has toward the end of the term, we could not arrange a in face meeting for everyone to attend due to the schedule conflict. However, we had a short meeting before lecture and a couple small online discussions regarding our project and work distribution during the week. Andrew has been working extensively on the grid system in Flash. Other than that, the playable prototype is pretty much finished. We’ll be working on the art and other perspective of the game as to increase the excitement and entertainment through gathering different feedbacks from peers.
Where and when you met with your group
Date: Nov 1 - 6th, 07
Time: MSN meeting at night time
Where: Short meeting before lecture at Open Lab
What you are going to do for next week
My tasks for the up and coming weeks are as follows…
1. Gather player feedback and discuss for problem solving for improvements
2. Help Andrew to complete the Flash programming
Presentation Critiques 2
Aesthetics -
• Interface design needs more dynamics in terms of creativity.
Dynamics -
• The game seems too similar to the traditional (old fashion) RPG games with even less exciting elements in the game. More interactions and objectives have to be added to create a satisfying RPG game.
Mechanics -
• As the team jumped on digital prototype at the first place, paper prototype will be helpful as it provides an overall view for the participants who test the game and provide feedbacks.
Group 6 : Food Fight
Aesthetics -
• Very cartoonie art work showed in a clear well designed prototype, enhancing the attractiveness of the game.
Dynamics -
• Unbalanced game elements with complicated instruction on the prototype. By simplifying the instruction would provide a clearer view of the overall goal of the game.
Mechanics -
• As long as the controls are simple, the simplicity of the game type provides a intuitive playing environment.
Group 7 : Drive Thru Tycoon
Aesthetics -
• More details for the artwork would be great to make the game more attractive.
• Clear presentation that delivers the overall view of the game and its design well.
Dynamics -
• A simulation game with a universal story plot that people are familiar with is always a plus as it brings attention and interest from people easily.
• The level of difficulties (challenges) in the game can be increased by applying more variety to the game, such as adding food types and offering design freedom for players’ own restaurant.
Mechanics -
• Simple and straight forward controlling method. Good for people who are just playing for a quick fun.
Group 8 : Circular Strife
Aesthetics -
• The physical model prototype clearly shows the overview and feeling of the game for game tester. Very clear presentation well explained.
Dynamics -
• Game concept is attractive to me personally. With simple controlling, the user drives the remote car around to destroy surroundings. The concept is simple yet entertaining.
Mechanics -
• Game elements well balanced while remaining simple game rule and control.
2007年10月30日 星期二
Weekly Assignment 3
During the week, I’ve gathered different feedbacks from other peers and discussed with my team members about how we can make improvements on our game based upon the sincere advise. Since we already have a solid idea in mind and we eliminated elements we think it might not be done within the timeframe, I would say we have a pretty good progress up to date
Where and when you met with your group
Due to the Seattle trip for IAT233, I was not able to attend the physical meeting this week. However, I keep in close contact with my team members through MSN.
What you are going to do for next week
My tasks for the up and coming weeks are as follows…
1. Simplify more unneeded elements and focus on intuitive functions of the game, including speed control functions - set combination keys to use in different situation as options in terms of strategy in the game.
2. Continuing on retrieve feedbacks from Peers for Advise on Improvemen. A game can never be perfect, there is always room for improvement.
Weekly Assignment 3
During the week, I’ve gathered different feedbacks from other peers and discussed with my team members about how we can make improvements on our game based upon the sincere advise. Since we already have a solid idea in mind and we eliminated elements we think it might not be done within the timeframe, I would say we have a pretty good progress up to date
Where and when you met with your group
Due to the Seattle trip for IAT233, I was not able to attend the physical meeting this week. However, I keep in close contact with my team members through MSN.
What you are going to do for next week
My tasks for the up and coming weeks are as follows…
1. Simplify more unneeded elements and focus on intuitive functions of the game, including speed control functions - set combination keys to use in different situation as options in terms of strategy in the game.
2. Continuing on retrieve feedbacks from Peers for Advise on Improvemen. A game can never be perfect, there is always room for improvement.
Presentation Critiques 1
Group 1 : Antlion
This is the presentation of my group. No comment but would like to say great job guys!
Group 2 : Fins of Fury
Aesthetics -
• Strong artistic skills in both 2D and 3D design. An advantage of the group to offer a more intimate gaming experience.
• Impressive 3D models of the characters – fishes and octopus - shown in presentation.
• The elements that catch targeted audience’s interest including 4 level maps, health meter, and time limitation definitely increase the excitement of the play experience.
Dynamics -
• More dynamics can be created by increasing the number of enemies attacking the character at once. Furthermore, small bosses can be added as extra task or puzzle the player can solve to enhance the entertaining value of the game.
• Tested players found the game rules to be too complex, but it should not be as hard to pick up the information if the controls are designed to be learned intuitively.
Mechanics -
• Easy and straightforward mechanics which can be learned quickly.
• The mechanics shown in the prototype includes collecting points to strengthen the power of ability of the character, defeating enemies, and multiple levels etc…
Group 3 : Mizu
Aesthetics -
• Entertaining content players would be interested to explore the game.
• Earth elements used to enhance the challenge in each level, including water, fire… etc.
• Easy to understand 2D illustration, showing strong 2D art skill in the team and having potentials to develop the game based upon.
Dynamics:
• Multiple levels shown to create the fun element in the game.
• Unclear as to what form the final product would be produced to allow the audience to have a deeper understanding of the game
Mechanics:
• The splash-attack function is a interesting game concept that enhance the entertaining value of the game as well.
• The time limit of the attack power gathering creates a certain level of challenge in terms of the strategy a player would have to think while playing the game.
Group 4 : Untitled
Aesthetics:
• Lack of art design in game prototype, which is a major disadvantage of delivering entertaining gaming experience.
• The feedback received from players reflect the fact that the overall pace of the game was too slow due to the number of puzzles one player has to solve in a stage.
Dynamics:
• Multiple dynamic levels and maps
• Multiple characters and powers offering the fun element in the game.
Mechanics:
• Unclear game rule presented to allow the audience understand how the game works exactly.
• Clever idea of presenting prototype on an erasable map. Improvement can be made immediately following good suggestions from tested players.
• Prototype is unbalanced in term of the artistic and mechanical perspective causing the decrease of excitement a player receives to test the game prototype.