Tuesday, October 30, 2007

Week 9 Presentations

3rd Cloud:
Prototype:
3rd Cloud’s prototype was a digital prototype, their design is an exact replica of what their game will look like, just with basic features. All the mechanics are there, but with only a few examples. Great use of art to get it across and it seems like an original idea.
aesthetics: narrative, discovery, challenge, fantasy
mechanics: walk around, explore, pick up weapons, use them
dynamics: Explore the environment, pick up weapons and use them to fight enemies and gain levels and power.

Food Fight
Prototype:
This prototype did an alright job mimicking their game. The food fight was represented in a battleship style, taking turns to take shots. This proved confusing for the users in some parts due to the abundance of features and instructions, as well as no way to keep track of their hits and misses and the steep learning curve.
Aesthetics: Challenge, Submission
Mechanics: Throw food, hit the other
Dynamics: Use food to attack the opposition, first player to hit the opposition enough wins the challenge.

Drivethrough Tycoon
Prototype:
This group’s prototype mimicked their game very well, using paper cut outs as their graphics. Very original idea, but needs more variation in the cars and food types. The introduction was not clear to the users and the users felt like they needed an alert when new cars arrived.
Mechanics: simple, click and move, sell and buy.
Aesthetics: Submission and Challenge
Dynamics: Click on the burgers when cars arrive to make them their food, it eventually gets faster and harder, creating the aesthetics.

Circular Strife:
Prototype:
Prototype mimicked their game play very well. Very original way of presenting the prototype with a very “in your face” attitude. Design was well thought out and implemented.
Mechanics: Drive, collect bombs, blow things up
Aesthetics: Challenge, Submission, Fellowship
Dynamics: Players drives around and collect bombs and blows up stations, racing against time or other players, creating mainly a fellowship and challenge.

Week 9

- what you have done this week for the project
- where and when you met with your group
- what you are going to do for next week

This project we tried to take care of our milestones from last week as usual. Because it is the midterm bump this week, our productivity has been lower than usual. We did not complete as many milestones as we should have, but me, being the awesome manager that i am, planned for this and am not dissapointed. We are still on track and this week we met in the lab to discuss milestones for next week. Here they are:

Weekly Milestone, Due Sunday Night:
Do critiques!!!

Darian: Put the stuff in. Finish some more frames for the main character. Take a look at Rat, decide if it needs more.

Ching: Start on police officer, finish those fifteen frames.
Add more to the street level, such as buildings.

Alex: Enlarge the hospital level more and try and finish.

Johnnie: Add more variation and length.

Joseph: Crack Grenade, Crack Grenade Explosion

Terry: Sounds: Throwing sound effect, holy SFX for when priest dies, random street sounds, random hospital level sounds. MUST DO by Sunday.
Interface: We need a Quit game button. Instructions screen, credits screen and/or about us.

Week 8 Presentation Critiques

Ant Colony:
An educational game, but their prototype didn’t let me know if it mimicked their game play very well because I did not really comprehend what their game will like in the end.
Mechanics: Unclear
Aesthetics: Discovery, Challenge, Submission
Dynamics: Unsure because I do not know the mechanics, they should have made that more clear in their presentation.

Fins of Fury:
Prototype:
Mimicked the game well enough, but was much slower than actual game play, for the users had to wait to roll and move instead of instantly move around. Great idea, and very original.
Aesthetics: Fantasy, Submission, Narrative, Expression
Mechanics: Move around, fight, level up
Dynamics: Move around the environment and fight bad guys to level up and eventually turn into a frog before fighting the end boss. The more you fight, the faster you gain power.

The Adventure of water Element:
Aesthetics: Fantasy, Discovery, Submission
Mechanics: were hard to establish based off of their prototype.
Dynamics: find the gems in the environment and battle foes to get to them.
Prototype:
This game is a side scrolling action game with great artwork. Though it is an original idea, their prototype doesn’t mimic their game too well, only the fact that it is in a turn based system. They can’t reproduce the AI because they are people running this, not computers.

Untitled:
Puzzle Solving and Action Game
Prototype:
I am unclear to how well it mimics their actual game play for I did not get a sense of their game from the presentation. More artwork would have helped that out.
Aesthetics: Seem to be Challenge and Submission
Mechanics: Unable to determine from their prototype
Dynamics: Unable to determine because i could not determine their mechanics, so i do not know how the user will interact with the mechanics to create the dynamics.

Wednesday, October 24, 2007

Week 8

- what you have done this week for the project
- where and when you met with your group
- what you are going to do for next week

So this week we met in class, near the end of class time to discuss who has completed what and what we should complete for next week. We updated our milestone list and wrote out new ones to guide us for this week. Here they are:
Weekly Milestone, Due Monday:

Darian: Put the stuff in. Finish some more frames for the main character. Email team to find out blogs.

Ching: Add more to the street level, such as buildings.
Start on police officer, finish those fifteen frames.

Alex: Enlarge the hospital level more and try and finish.
Do the security frames.

Johnnie: Will have Rat boss done by next week.

Joseph: Finish the actions for the priest.

Terry: Interface: Instructions screen, credits screen and/or about us.


We have completed more artwork for this week and added in some more character actions. We seem to be on track which is nice, especially after i found out that most people are not on track in their projects.

Wednesday, October 17, 2007

Week 7

- what you have done this week for the project
- where and when you met with your group
- what you are going to do for next week

So this week we submitted our prototype and user feedback presentation to the teacher. We also worked more on our artwork to place into the game.

The biggest thing we accomplished this week was when we had our meeting. We met in between the lecture and the lab in room 5300 and figured out where everyone was in their progress and what we can do for next week. This finalized our roles for the team and really got everyone on the same page.

Here are the milestones for next week:
Weekly Milestone, Due Monday:

Darian: Find out what type of sound files it plays, send info to terry
Send out all the rest of the sprites for the bad guys

Ching: Shrink the streets level down to the right size and repeat them and elaborate if necessary. Start on police officer, finish those fifteen frames.

Alex: Enlarge the hospital level and try and finish.

Johnnie: Will have Rat boss done by next week.

Joseph: One more set of actions for the priest and the jumping.
Have done the walking and throwing of bible, and dying,
Terry: Interface: the whole first intro screen.

Sunday, October 14, 2007

Weekly Assessment #1

Every week from now on we have to update our blog with the following information:
- what you have done this week for the project
- where and when you met with your group
- what you are going to do for next week


So this week we have worked on our prototype. We also had testers come in to play with our prototype and give us feedback. We had three testers play and each tester gave us different quality feedback. Following the guidelines given to us, we've compiled the information for the playtesting as follows:

Play Testing
- Wednesday, Oct. 10 at 11:30 a.m. in Room 3950
- 3 SFU friends, Steven Anas, Kevin Kao, and Jack Yeh were invited to do the game play testing
- the key functions of the play buttons were explained only to Steven and Jack
- Kevin had to try out all the buttons in the keyboard to find out the buttons assigned for each specific action. He took about 5 seconds to find out what his chosen character can do in the game.
- they all found similarities between our prototype game and another popular
game, Metal Slug

Suggestions For Improvement:
1. provide the characters with more extraordinary weapons and more varied types of enemies
2. add in more interesting cut scenes to enrich the storyline
3. try to get the players more involved in the game
4. make the game more challenging
5. allow the players to skip the dialogues
6. remove the feature - the elimination of the bullets effect when those from the protagonist’s weapons collide with those from the antagonists’ weapons
7. to make the game more interesting and fun, it is better to have enemies coming in from all directions such as from the back, the underground or from above the character.
8. add the instructions for the operating steps into the main menu


On top of the testing, we started to put in some artwork into our video game. We put in the background for our third level as a test to see if it would work, and it did. We also started putting in some rough character work. We loaded in some of our Priest sprites to see how they would blend in, and we realized that the anti-aliasing we used on our sprites created a blur around the edges that didn't look nice in the finished product.

We met this week during our playtesting time to figure out what else needed to be accomplished, and we also met after class on tuesday.

Next week, we plan to have all the sprites done for the main character and the priest, rough copies, as well as the other rough copies of the backgrounds for levels 1 and 2.

Tuesday, October 2, 2007

Crack Quest - The Setup

So we pitched our games to the class and, believe it or not, my game was picked. This wasn't a very big surprise to me because I was confident going into the presentation that the idea I had was original, simple, and well in scope for a four month long project. I found the biggest problem with the other presentations was that most of the designers forgot that everyone is taking a full course load with this class and we only have four months to make this project. This means that we can only spend 1/5th of our time, at MOST, on this project because we have 4 other class each. This means our projects can't be the biggest and most expansive games in the world like some of the ideas i heard.

So I pitched the game CrackQuest to the class and it was picked with three other games out of 24 presentations. After, we formed teams. I suggested while picking teams that we let the students decide which games they want to work on so they are not being forced onto any certain project, immediately increasing the enthusiasm for the game they are making. The groups were evenly divided and I am now part of a very enthusiastic team. Our team consists of:

Ching Hung
Joseph Yu
Alex Ting
Terry Chow
Johnnie Tso
Darian Grant

We have also assigned roles for the team which I will post soon. Next on our milestone list is that we have to start working with our game engine, understand it, and start filling in some basic pieces of artwork to get our game going. Also we are going to have to get our Paper prototype on it's way as well as the GDD typed up. I'll post again when we are closer to completing this.