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Week 1 (IAB260) Who am I ?
Hello world ! My name is Alexander Clement, I am currently studying a Bachelor of Games and Interactive Environments and a Bachelor of Science, majoring in game design and chemistry respectively. Over the past two years of undertaking this degree I've learnt a lot about my strengths and weaknesses when it comes to studying and hope to further develop my skills in the coming years.
I decided to take IAB260 as an elective as I was intrigued by the concept of discussing social technologies and their ongoing involvement in our developing society. Especially considering the everchanging social norms when it comes to trends and the use of various social platforms.
In terms of my favourite online space I would say discord would be it. The social media like platform is a space where I can share all of my interests with friends and other people that I meet from across the world. Discord allows me to communicate with friends and peers easily through chat rooms and newly added forums to discuss a variety of topics and seek helpful advice for assignment or work help.
My favourite offline space would definitely have to be the gym, as I can continue to work on myself in both mental and physical health. Although only recently getting back into the routine of going to the gym after an extended break, I have already felt the difference its making in my attitude day to day.
Although generally my weekends are limited to playing games or working. This week I ended up going out with a few friends from work, although I hadn't been out with most of them before I had a really good time.
I'm an avid gamer and tend to spend a little too much time playing games when I should be doing uni work. Recently a new expansion for a game that I have definitely spent too much time playing was released, and I was up at 3 am in order to play it on release. To add to early mornings this week (week of the 06/03-12/03) I'm competing in a raid race for the same game for a challenge and good fun with friends.
Generally I would say that my opinion of social media is reasonably positive as most platforms allow for communication and sometimes a good insight into the social lives of friends and family. It is also a good platform to promote businesses and services as ads can easily be spread around social platforms although not always liked by the current generation.
When considering the influence social media has on health, I would generally reflect of the potential mental health impacts that social media can have on its users. Not to say that physical health may change its just due to the online nature of social media most people tend to shape their mental health based on what they see on popular influences pages. Which in some ways may benefit them, but can also lead to a degradation in mental health if its becomes an obsession.
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A3 Postmortem
Over the course of the A3 development I lead myself into a producer like role, tackling the organization and assisted development of Cyber Flight. Although Jake (game developer) contributed to 90% of the games development both me and Yuki were able to pose ideas and talk with Jake about various in-game features and issues that needed to be settled or improved. Throughout the four week period we were able to conduct eight successful play testing sessions with a majority of helpful and needed feedback on Cyber Flight as Yuki and myself interchanged as note takers in order to play test other students games.
In terms of overall game development, I believe the game has come a long way from the initial build that was created for Jakes asteroids clone game. Although a majority of the final changes made were quality of life, it definitely made for a significantly better gameplay experience for all of our play testers who jump on for a second round. Although a prototype for the home/main menu screen was developed we decided against implementing it. This was due to constraints on Jakes behalf as he was more focused on creating a better in-game experience then the functionality of a menu for the prototype.
Finally, when it came to getting together all of our findings and making the final additions to the game and document it came down to mainly Jake and myself. Whilst I focused on the demographic Jake converted the three weeks of playtest into a log of various changes made to the game and kept a record of how they were fixed. I myself worked to assess whether the demographic that play tested our game was really the demographic we set out for when we created Cyber Flight. Although during the last week our communication was a little silent, I am very happy with the standing of the game as the final prototype. I thoroughly enjoyed working with both Jake and Yuki over this project as both have shown their individual capabilities and contributed their all to this project.
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Week 14 Final Content Update
The final two chapters talk directly about the new and evolved gaming industry, focused on both the understanding and being able to convey your ideas in a new format.
When it comes to having an understanding of the every changing gaming industry it is always good to keep an open mind, and try your best to keep up to date with changes and variations in the status quo. T.F remarks that knowledge is power and the better equipped you are with the knowledge the industry the easier you are able to take the ups and downs of getting your first project published. Positioning yourself as a creative business person and educating yourself whenever possible, about the industry. Their are multiple ways that we can approach this education, whether it be market research, understanding the deal structure of your game or asking questions about contracts. The final note we are left with is to show respect towards the process as it will eventually improve your relationships with various business peoples involved in your games creation.
The final chapter discusses the variety of ways that we as game designers are able to acquire positions within the industry and produce our own ideas. Although not stating specifically I believe that T.F wants us to hold our ideas and dreams close by as we work our way into the industry as we will all eventually be given the spotlight and a chance to produce our own individual game. We should always keep in mind our own personal vision even if it starts off as a side project your are completing in your time off. You'll never know when an opportunity will arise. To wrap up the final chapter, T.F leaves us with the line of "the only way to fail is by not making games at all." I believe this perfectly sums up the lessons T.F has be covering throughout this handbook as it has inspired my to take a step back and look at the processes I am implementing within my own game development cycles an evaluate whether or not I am effectively conveying my ideas through my writing.
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Week 13 A3 Dev
Play testing Party
During this weeks lecture time we conducted a play testing party in order to help all groups within the course ensure they had enough play testers to complete the final part of the assignment. Throughout the two hours my group spent time making minor adjustments to the games design in order to improve the experience, this resulted in us needing to modify the aspect ratio of our games main screen. This only delayed our play testing for a few minutes as Jake was quickly able to re-program our in game functions so that they were appropriate for a 1920-1080 ratio instead of the default 800-600.
Criteria Update
This week criteria reflected that of week 2's due to our focus for this week being the implementation of new abilities and animations into the game build it was integral that we gathered feedback on those. In addition we also sought to understand more of how the game looked and felt to play tester initially, with more improvements to visual clarity added during the last development week.
General A3 Update
During this play testing session I was also able to talk to another tutor about the use of emotional understanding within pre and post play testing quizzes. I covered this in Part C of A3, however I was curious to hear from a first hand account why they are used. Initially she mentioned them being of a copy paste nature, whilst they are not always necessary most researchers just use them as they are common practice within the workspace of play test feedback. Although I haven't thoroughly discussed it over the course of A3 I had decided to opt out of including those questions from our quizzes as they would provided unnecessary data with no real relevance to the findings we are after for this report. I also introduced the graphic version of our main menu to the Jake in order to get his opinions, he believed it would be a good fit for the game although noted that we may not end up implementing it due to development process focusing mainly on gameplay enhancements over technical function. However in the last week I plan assist as much as possible with final development in order to help balance the load of work for Jake.
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Week 13 Content Update
For the final two weeks of A3 development we were tasked with reading the remaining chapters of the Game Design Workshop, with each covering an important topic that we would be needing for future development cycles.
The first covered the development cycle processes, speaking specifically about Agile development in addition to the stages of development. Covering the concept phase through to the ongoing maintenance and DLC creation for games, T.F highlights how each part of the development and publisher team may be involved at every step. The implementation of an Agile Development cycle is almost an industry standard, this is due to the significantly increased productivity that arises from a development team following its procedures. Agile involves, working in sprints, conducting scrum meetings and prioritizing improvements based on feedback provided by the games potential audience. T.F wraps up the chapter by highlighting the importance of knowing how to implement varying processes at different stages of development will ensure the success of your design ideas.
The next chapter explores the premise of communicating your designs in order to show off your best proposal and ideas of your original designs. T.F highlights that the process of documenting during your design cycle can be later used as a milestone tracker. She then further reinforces the essence of team work and communication in the design process, as you are able to devise better suited design solutions to help your team focus on their current project. In addition, the use of a living design document (one that evolves with the project) in which everyone shares their ideas and progress will serve as another group communication platform.
Reflecting on the points she made, the creation of this blog series is definitely a part of effective communication as I was able to share developments, progress and update my learning as we worked through each new topic in the unit. It has certainly help me reflect on my design and play testing processes and improve them throughout each project.
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A3 Week 3 Development Update (and Playtesting Week 2)
This week we focused on testing the refined changes from our last playtesting session. The changes were mostly quality of life with little actual gameplay changes itself, as our initial focus was just to improve the player comfort and usability after the first week.
Featured above was the criteria matrix established for this weeks playtesting session. Stemming on from what I stated above we also added a slight focus into the visual style and clarity within the game's scene. This was due to an issue brought up by all three of our first naïve play testers. Based on the significant improvement in the on screen clutter and enemy colors we received more positive feedback.
This week we were also fortunate to conduct a second (deep) play test with one of our first week participants. This was very helpful for our main game designer (Jake) as he prompted our play tester with several question regarding the game improvement over the week, and received mostly positive responses. We took this second weeks worth of feedback on board and now plan on implementing some other features (e.g. Bosses, point based level scaling and a secondary fire).
Finally, I began a prototype of the main menu screen. Utilizing in game elements and other online elements I have put together a non-working main menu layout (Featured below).
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A3 Week 2 First Play Test!
This week during out workshop class we were able to conduct our first play tests. Getting through 3 of the 5 minimum for our assignment. As this was our first play test all testers were naïve, this session aimed to give a baseline set of feedback on in-game elements and future ideas. For this initial playtest I created a set of criteria to be updated weekly and changed to fit the specific play testing requirements of that week.
Our 3 play testers provided us with some excellent starting points for improvement to our base gameplay loop, in addition to talking about visual changes that can be made to make parts of our game clearer to the player. Some of the issues that surfaced during the play testing session where; enemy types looked too similar, both player and enemy projectiles were spawning in the wrong positions, enemies and asteroids spawning in the middle of the play space and sometimes on top of the player. All of these issues will be tackled before our next play testing session, in addition a group discussion is on-going as to our next play testing focus. Based on our feedback we are leaning towards a pure mechanical test however, we have yet to implement bosses and other power ups that could need testing as of the coming week. I also strive to help with the development of Cyber Flight by developing a prototype main menu and gameplay flow chart to assess our short terms goals for the game during this cycle.
[A short clip of a player destroying asteroids surrounding them]
This initial play test solidified our roles, with myself taking up the secondary note taker role, and paying close attention to the actions taken by each play tester rather than the verbal feedback begin communicated. I also partook in the play test of two other classmates, each play test helped me understand how exactly we should prompt our play testers in order to understand how and what they are thinking about our game. Similarly I drew back on my experience with a QUT VR play test that I took part in when adjusting the pre and post quiz this week. This play test was covered in the Part C of A3 with me providing further reflection on what I had experienced and how it changed my outlook towards play testing as a whole.
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Week 11 Content Update
During the first week of our A3 it was important to cement our roles within the group in order to move steadily into development and playtesting. This week we were tasked to read through the 12th chapter in the Game Design Workshop, which covers team structures within the game design world. Tracey goes over both sides of the game design team, these two sides being the publishers and the developers. Highlighting the responsibilities of both within the development cycle, it is clear that they are to work in coordination with one another as the publishers allow for the developers to receive stable funding in addition to QA testing and play testing. She covered the various roles within each side, which highlighted to myself that within our A3 we could somewhat represent a downscaled version of these teams.
To try my best at splitting responsibilities, I aimed to document all criteria being testing whilst also recruiting play testers for our sessions. This would align more closely with the producer role, however I did provide some help and feedback about various in-game features to Jake our game developer. Jake filled the role of overall game designer and programmer within this cycle as we choose his game for our final he decided he would take on that role for himself. Yuki took on a role similar to QA testing as during our first play testing session he functioned as the primary note taker and would work with Jake to make sure he had taken down all the notes needed from each play test.
To further draw from T.F, she highlights communication as being the forefront of an organized team. Keeping a clean line of communication between both sides of the production team will always make the design cycle significantly easier as their would be no cause for confusion . Upon the formation of our group we immediately created a group chat and decided on our project, from their I created the basic documents we would need for this assignment in addition for a Trello board to help track our progress. A final note from T.F talks about always working towards creating an environment where anyone can share their ideas and contribute to the best of their abilities, and for A3 I hope that we are able to create a smaller scale environment that embodies these elements.
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A3 Initial Development
After deciding to go with Jakes game Cyber Flight we moved towards creating the first part of A3. This was to be a slightly modified version of Jakes game design document (pictured below), containing a little more information on both our group and the game itself.
Pictured above is our groups submission for Part A of A3. We have decided to go with Jakes game Cyber Flight. A modified version of the A2 Design Document was used, adding in the new elevator pitch and MVP statement.
In addition to creating this initial document a Trello was created with a basic outline of what need to be completed each week. We will continually update it whenever necessary and use it to ensure we stay on track for completion.
(Initial Trello Board)
The final piece of A3 that was put together this week was the initial playtesting pre and post quiz. This was creating using some prompts provided to us in addition to adding or manipulating other questions to better fit our play testing requirements.
The aim of creating both a pre and post quiz is to provide sample information about the varying demographics of players we have play test the game. This will help gauge the games accessibility which different demographics and additionally will hopefully provide a wider spectrum of responses.
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Week 10 Content Discussion and Group Formation
Group Formation!
For our third assignment of the semester I have formed a group with Yuki S and Jake H. We were quick to establish stable communication and begin discussing who's A2 game we were going to create and refine for A3. Both Jake and Yuki's game ideas were fleshed out and had already got the bare bones started. As we are still in discussion about which game we are going to build A3 an development post will be coming at the end of this week displaying our selection and its initial development through the week.
This week the 11th chapter of A Game Design Workshop was recommended to us as a key read heading into our third assignment of the semester. This chapter focuses specifically on fun and accessibility within game design. A multitude of criteria play a role in enhancing a games enjoyment. These include; challenge, the games goals and objectives and competition to name a few. From reading each of the topics discussed, we are provided with a base level how players may choose to interact with various elements or aspects of games. Further into the chapter Tracy provides examples of these elements within popular video games. In order to understand how other game creators have used these aspects within their games I am going to replicate a similar list of elements for destiny 2.
Destiny 2
The main goal is to progress and level up your character to the max level
Competition between player within a PvP environment
Competition between players on a Day one raid race
Fantasy of using a unknown magical power and flying throughout the depths of our solar system
Collection of all in-game elements
Social interaction with fellow players and formation of Clans
Challenge in completing 'endgame' activities for greater rewards
Exploration of new and unknown places all over the solar system
Stimulation from 3D graphics within the world
Another key component of game accessibility is to consider the variety of game your are creating and how the could be developed outside of entertainment purposes. Tracy brings up a suggestion that some games may be considered art and lean more heavily into a experiential focus over a competitive focus.
In addition to this she makes mention to improving player choices. Talking about specific decision types players may choose to make throughout a variety of video game settings. Making mention to Destiny 2 again the players may choose to risk tackling a higher difficulty for better odds at a good reward or taking a slightly easier difficulty with lower odds at high end rewards. This decision would be categorized as a weighted decision as each side has its consequences.
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A2 Completed!
As of this week we have submitted our A2, that being the sell sheet and game design document. I am very happy with the way both of the sheets turned out. With the addition of some minor design elements and the last of the information required for my game design document they were completed reasonably quickly.
(Final sell sheet)
(Final game design document)
A2 Reflection
To reflect on the design process of the sell sheet and game design document. Before I had started A2 I had already decided to use Dive To Survive as the base for the project. This was due to it being my most successful prototype I had built over the course of the semester. I was able to come up with some additional features and mechanics that I believe would have been a great addition to the game if they were to be implemented. Choosing the colour pallet and other décor for the sell sheet was a little difficult, however I luckily realized that a majority of the in-game assets that I had used where also in scale for the document. The overall process of creating the poster was smooth and I did not face many hiccups in the process. Very happy with how they both turned out
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Week 9 Development
Post Mortem (Parking Practice)
Parking practice was probably one of the easier games I’ve had to create and design over these few weeks and whilst I did deviate from my initial racing game concept as I was not able to properly create what I had envisioned. Parking practice turned mostly how I’d imagined it as a simple game with a simple goal. To reflect on the design process, I would definitely have needed to put in a significantly more amount of time into its development in order to have undertaken my first idea of a racing game. Initially I struggled conceptualizing how I was going to create the drifting mechanic in addition to linking it to the scoring system. Upon a small breakdown of other mechanics I would need in order to make the game feel like a typical car game I decided to create the gear system and a somewhat realistic driving speed. This needed to be tuned throughout the process as the car would often turn when it was not moving, this would make the car collide with other vehicles. In addition to the gear system, I had planned to add in a small section of the car park area that would mimic a grassy terrain and make it a little harder for the car to drive on.
When working on Parking Practice I definitely felt a little less motivation when compared to the previous weeks of designing Rooftop Shinobi and Dive To Survive. I was very unsure at the start of the development as even when working on the prototype version of a car game, a lot of the mechanics weren’t working for me. I gave the base project another shot before creating Parking Practice and it was still not quite working as intended. As a final wrap up, I definitely needed to put more effort and time into the development of this game style in future as it is a simple yet fun game type and can be very flexible with the games theme and mechanical elements.
Development Cycles Reflection
Across the 9 weeks of prototyping each game type I definitely had my share of problems within each individual cycle. Mostly due to my lack of understanding how Gdevelop works for the initial cycle then leading into some hard to tackle game elements that I really wanted to perfect. Throughout each cycle when I conducted play testing I felt that the feedback made a significant difference to the way I created the game for the rest of the development cycle. Motivating me to change the basic elements of the game in order to provide a better player experience. I will definitely use these experiences with both game development and play testing in order to structure the development of A3.
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A2 Progress Check-in
Over the last two weeks we have started working on our A2, the one page and one sheet game design doc used to convey our game idea. I have completed the initial draft of my sell sheet and now am working on the stylistic features throughout it. In addition to starting the layout and initial text featured on the game design page.
EDIT : I had made more progress on my game design page during the time it took for me to upload the initial post for this sell sheet. I'm feeling a lot more confident with both designs now that I have a good coral base for both. The (unfinished) version of my game design sheet can be seen below!
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Development Update
Game Cycle Update: New game concept Parking Practice
Due to a couple of issues in how my initial idea for a racing game was a little ambitious, I have decided to change the game's main idea into a semi-free roam parking simulator. I ran into major issues when trying to properly create a drifting system within the game and especially trying to add a score system that would somehow be linked within to the time spent drifting. As previously stated I have added a gears system into the game and now have added a visual gear number onto the screen in addition to having a maximum gear for the vehicle. Reflecting on what I probably could’ve done better in the initial stages of the drift game, I probably should have better assessed both the capabilities of myself and what I am able to create in gdevelop. Not to say that my initial idea was impossible is gdevelop, I am just not that familiar with the processes and I decided to turn my attention towards a game that I may be able to make a little easier, and introduce more of a teaching/learning concept in its users.
Parking Practice Elevator Pitch:
Have you ever wanted a free roam parking simulator to help with different and normally tricky parking spots. Well now you don’t need to, parking practice aims to help newer drivers slowly gasp the many situations they may have to park in, with a twist. If you get a little too close the other cars may explode! So watch your wheels. Using a simple gear system the car is able to slow down to a complete stop with ease, and speed up just like a normal car. You may choose to park like a normal civilian or go around blowing up other peoples cars
Updated in-game look to match the games design and purpose. I've tuned the games speed system to make it a little more representative of a real life manual vehicle.
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Week 8 Content Discussion
Lecture Content
The in-class content covered this week related to challenges, rewards and multiplayer within games. When creating games the first two mentioned should be a focus after the main mechanics and theme of the game has been established. The way you reward and challenge your players may go hand in hand, especially when thinking about difficult encounters or in-game challenges that may reward the player greatly. We were driven to think about the challenges that we created within our small development cycles, and whether or not they provided an apt enough experience and/or reward.
Reflecting on this led me back to Dive To Survive as I had added an extra challenge on top of basic survival in the form of a breath limit for the player whilst they navigate the ocean floor. This added challenge provided the player with another thing to consider whilst they played throughout the open level. In addition to this added challenge within Dive to survive, although not carried through in my first game development cycle. I had planned to reward the player for completing levels in Rooftop Shinobi without defeating a single enemy. This would create an optional challenge for all players in order to test their adaptability to the varying movement throughout the gameplay.

A recent example of a game adapting challenge and reward into their game: With the release of Destiny 2’s Witch QueenTM DLC they introduced a legendary campaign which increased the difficulty of the base campaign but also rewarded the players with bonus upgrade materials and a significant boost in level at its conclusion. This reinforces the aforementioned idea of both challenge and reward tying in with each other. Although multiplayer was discussed, it is not recommended for our style of game creation due to time and criteria constraints.
(https://ftw.usatoday.com/lists/destiny-2-the-witch-queen-launch-release-time-zone Image source)
Playtesting
Finally, from the Game Design Workshop, this week the process of playtesting was covered in depth. Starting at the basics it is important to consider the state of game development cycle that you would want to conduct playtesting during. Next it is important to decide in what manner you would want to conduct playtesting, and to organize a set of criteria that you would be able to evaluate the games play state against. The first session of playtesting should optimally be completed using placeholder elements in game and would be focused on evaluating criteria such as; game mechanics, base control scheme and moment-to-moment gameplay objectives. This should provide a baseline of feedback towards the main idea of your game and its initial concept. These sessions should then be worked into the development cycle at regular intervals in order to keep a fresh and new opinion on the game whenever possible. The last note within the chapter talking about note taking and data gathering, when considering methods for both the creation of a google form or survey can be used to store all recorded playtests as both provide all responses in a readily available format. Each survey should cover the aspects that were being play tested at that time, in addition to more questions as the game develops further. Applying this knowledge going into A3 is very necessary as I would like to conduct at least two play testing sessions in order to get more significant feedback and reflection on the development process.
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Week 7 Content Update
This week we covered balancing in the lectures, in addition to continued reading of the Game Design Workshop. Covered in chapter 6 is the stage of conceptualization and ideation for game ideas. At its core a game's concept stems from a mechanic or art style that the creator wants to use as the game's identity. Then either as a group or an individual you must put your thoughts together and brainstorm ideas for a possible start or bare bones game structure. Tracy highlights the importance of grounding your game concepts in another section of the chapter, talking specifically about the technical feasibility of a game’s design, she poses this as an opportunity to save the over the top ideas for the future as we never know what is possible. At the conclusion of the chapter Tracy highlights the importance of keeping an open mind when it comes to technical and mechanical design and to always keep searching for a new way to play games.
In-Class Discussion
During the lecture this week a question was presented to all who attended about how the lizard, frog and mouse balancing methodology can be applied within a racing game setting. To elaborate on the lizard, frog and mouse balancing system, it refers to a balance where each of the mentioned creatures have their own benefits in different circumstances. How a mouse may fare better in a smaller environment full of little paths and holes, whereas the frog would thrive in a wetland esc environment with plenty of opportunities to jump from place to place and finally the lizard would be better off on a flat plain. A majority of people suggested combinations of increased/decreased traction based on the types of vehicle and their surroundings, as a sand buggy would fare better over sand dunes and a motorbike would have a good shot on an open highway.
This sparked a thought in my head about how this has been applied in different video games as a whole. A potential example of how this methodology for balancing has been applied can be seen in World of Tanks, this is obvious due to the larger tanks hitting harder but surviving more often at the cost of a slower deploy and movement speed. Whereas, the light weight tanks that can easily cross the battlefield and move from objective to objective are very weak and generally it would take them multiple shots in order to defeat other tanks.
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New Week, New Cycle
Post Mortem (Asteroids Clone)
Dive to survive was created within a shorter window of development to that of the initial platformer concept. Although reflecting on the progress made during the time I feel like I had produced a better, more playable project with Dive to survive then I had with Rooftop Shinobi. It is hard to determine if this is due to the type of game produced or the lessons learned from the playtesting stages undergone during the playtesting of Div to Survive. I definitely felt that I conducted a better playtesting for Dive to survive then I did for Rooftop Shinobi, however I felt a little more passion in creating Dive to survive as well. Taking in the feedback on features from a first timer's perspective also helped me to develop a better way for the players to initially interact with the gameplay. In addition, the feedback received opened up more pathways for the game to go down by taking suggested improvements or idea recommendations from the playtesters as they were playing.
Racing Game Elevator Pitch
Infinite Drift
Infinite Drift is a top down race/drifting game with the focus on building up points and score by continuously drifting around the track. With a few options for each car varying in gear ratio and acceleration, you can choose how you like to drive. Build up the drift meter by successfully chaining drifts together long enough to increase the point multiplier and push your score higher. You may use your surroundings to your advantage and push opponents into a spin out to force them to end their score streak.
Control Diagram:
Car controls
W acceleration, A&D for rotation/steering, S for foot brake and SPACE for handbrake
E to shift up a gear and R to shift down a gear
F to flash lights
Unique selling points:
A unique player versus environment competition for score, forcing playing to get in the way of AI in order to overtake them in score
A variable gearbox ratio to adapt to each race course and terrain differently
On screen speed and steering wheel guides that are reactive with cars movement
Initial Thoughts on creating the base racing game:
A lot more difficult then I first thought, I was having a lot of trouble completing the secondary spawning for the "enemy" cars. So I moved onto creating the control scheme for my version of the racing game. Gif below shows of the little bit of progress I've made towards the basic game controls and gear mechanics.
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