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.

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