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clancy2001 · 11 months
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Week 14 Thoughts
The semester is done! At the end of not just this semester but my degree as a whole! I was so glad I got to take part in this class, playing games has always been a passion of mine and to learn some of steps in game development as part of my degree has been so interesting and lead me to want to develop games in my spare time.
Working on the playtesting report has been great, as I've been fortunate to have three great group members in Umang, Samantha and Hannah who have all contributed to the final result. They each brought different skills and ideas to the table which made development fun.
Having my sister and her boyfriend playtest my game was very cool as my sister has completed a bachelor of games herself while her partner likes to play games in his spare time as well. It was very satisfying to finally finish our prototype and get testing with a cool progression of levels starting in a grass level then sand level then two spooky levels to finish. Halloween was the overall theme of our game as the player controls a pumpkin person who has escaped an evil witch and must reach the end while collecting as many points as possible.
It was fun developing a platformer as platformers would be my favourite genre of games so to see the inner workings of what makes them tick per say has been fascinating. With any project like this there are things to reflect and look back on with obvious things like "I wish I started sooner!" or "I wish I wasn't working on this at 11pm at night" with any university student. However, in terms of reflecting on the game itself I think making more levels would've been fun and perhaps fleshing out the existing levels as they are at the moment just about one screen each. Perhaps having secret rooms unlocked with the invisible platforms leading to them would've been cool. More enemies or rather enemies specifically themed to each level would've been good too but the functionality and difference between our enemies was good. Except I would've liked if the small blob actually did something rather than sit still and would've been better for our players but we had an idea of it being hard to spot that you must be careful for but perhaps was not the right execution of that idea.
I've grown to appreciate playtesting as an important step of the development lifecycle as I always perceived playtesting as this final piece of the puzzle akin to beta testing simply to find bugs. However, if done correctly and involving the right people it can extend to being part of this iterative design process where new ideas come up watching the game be played or from player feedback.
Again I'm very glad I did this class as an elective and want to thank the teaching team for a great first experience with game development as while I had done IGB180 last semester as an elective that was more analysis than development. I certainly want to work on making my own games as a hobby and maybe one day I'll return to university and complete a Bachelor of Games.
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clancy2001 · 11 months
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Week 13 Thoughts
Final week of teaching down!
More development has been done, including all the main functionality. Will need to make a few more levels for more to playtest but should be quickly done now that we have the core functionality done.
Hannah has done some playtesting and we seem to have our playtesters mostly planned out to meet the requirements for this assignment. Hannah got two people to playtest on top of my existing playtest my sister completed so we've now had 3 naive users already throughout the development process. All 3 will test again after the complete prototype along with our new naive testers.
The main feedback taken from the new playtesting was the clunkiness of the platforms given they were jumpthru platforms initially so they were changed to all be regular platforms but the platforms connected to the ladders would be jumpthru so the player can climb to higher points. Telegraphing was improved with the potion so the user can better tell if they have the speed up buff. Shield also allows players to kill enemies which adds points and drops more coins to collect for more points. All of this giving player incentive to kill enemies rather than rushing to the end.
Another piece of feedback from Hannah's playtesters was to reduce the amount of time as initially 60 seconds never added any pressure for the player as they still have plenty of time to explore without concern. So now the time has been halved to 30 seconds to put more pressure on the player, however there are still timers to grab to add time.
For our final levels we're going to add some halloween themed backgrounds to show an aesthetic sense of progression with the background changing from day to night to spooky. Umang has added new assets that look better than current ones and Samantha has begun work on a "tutorial" style page which shows users how to play so there is no confusion at the start.
For our leaderboard we are going to use the inbuilt leaderboard functionality that GDevelop has for simplicity and would functionally work the same as if we implemented it manually. Doing this allows us to place more emphasis on level design and balancing instead of mucking around with variable management and storage. This allows us time to build more levels to add substantial gameplay for our playtesters.
We're going to have a final meeting on tuesday to finalize plans for the last push including finishing the prototype and report as well as Part C.
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clancy2001 · 11 months
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Week 12 Thoughts
Delayed week 12 thoughts but here none the less!
Continued development on our game Speedrunners, we have two functional levels now that follow from 1 to the next. Adapting kind of a Halloween aesthetic a bit with blobs as enemies and jack-o-lanterns in the background. Its coming along well, added a speed potion, not too much functionality left to add, just another potion that maybe allows player to kill enemies and more levels mainly. Had my sister, who has a degree in games and works for a game company, do some initial playtesting of what we have so she can give us feedback as we go so we're able to make changes/improvements during development rather than waiting until the end.
One major change we're making following feedback from my sister is scrapping the infinite/randomized level aspect as she thinks it'll conflict with the goals of the timer and collecting points as randomly generated levels can leave elements to luck. Since we're trying to add a competitive element to the game by having the leaderboard and timer as incentive to replay and improve it could lead to frustration with the player, if their current "run" to get a high score is ruined by essentially a randomly generated level that is significantly harder than other attempts. Instead we are just going to make more levels, an important aspect is trying to find a balance between enough levels that the user almost runs out of time, but not too much to traverse that the player feels there is room for improvement and can target trickier collectables to improve their score that way.
Another benefit is that doing random level generation could potentially be time consuming to get to a level that is fair and balanced for players which could eat into our playtesting time. Again since we already have the competitive aspects of the timer and score, there is an element of replay ability for our game already. It also aligns more with perhaps one of the better approaches to game design I think which is to make a gamer easier to pick up and learn for the player so anyone can experience and play the game. But the challenge of a game comes from mastering the game as I think that adds incentive to replay the game as you as a player essentially look to minmax their performance by noting little tricks and time saves that can improve performance.
Another major piece of feedback was to add collectables that add to the score in places that can be more time consuming than just moving to the end of the level. The idea behind this is that the player then decides to weigh up if they want the collectible to add to their score or the timer. I've collated the feedback into some docs to revise over but the overall feel is that we should place emphasis on the scoring/timer aspect on the game.
Maybe we can have bonus points if the player collects all of a type of collectable? Maybe the enemies drop a high scoring collectable when killed, but the only way to kill them is to collect a potion that allows the player to run through them akin to a super star in a Mario game. Either way I think improving the methods of collecting points is the way to go.
Onto the final week of teaching!
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clancy2001 · 11 months
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Week 11 Thoughts
Another week done, only 2 weeks of teaching left and 3 left for this class! Not much achieved this week as myself and other group members have been busy with other assessment. Some basic functionality done for our game as a starting base. Just generic platformer conventions, moving enemies, jumping, climbing ladders, collecting coins for points that kind of thing. Will hopefully meet with the team in the class this week so we can begin to nail down the core of our game which is the endless component of trying to last as long as possible like a standard arcade game. Umang has been working on the map, Hannah has been working on detailing what each object does and Samantha has been doing work on the UI.
Have discussed with my sister Holly to be a play tester throughout the development cycle as she has a games degree herself and her experience with game development would be invaluable and she can provide useful feedback as we go. Will also get my other roommate Jack to be a naïve tester once the prototype is fully complete to provide a different perspective as Holly will be testing through the lens of a fellow developer but Jack will give a fresh point of view as someone who does not or has not studied game development.
Unfortunately could not keep exactly to the initial playtesting plan outlined in the original plan for this assignment from a week to week perspective but can just alter the timeline of events so rather than week by week as we meet checkpoints for the prototype we can begin playtesting. Will discuss with teammates to reaching out and finding all our required play testers for this assignment.
Both myself and Umang have also completed the external playtesting segment for the Honours student Mackenzie with the VR prototype being developed. Was quite enjoyable for myself found it interesting trying to use my feet for interaction as opposed to hands as I feel once that feeling is nailed down it will truly make VR gaming immersive. Bringing the whole body into play will be excellent for the future of VR gaming, however I still have concerns regarding the space required for VR gaming in general as I discovered in the playtesting with Mackenzie running out of room frequently.
Side note, very excited for the new Super Mario Bros. Wonder game coming out on the 20th although I understand many people will probably be playing the new Spider-Man instead. Regardless Mario Bros. Wonder is probably my most hyped game of the year for myself as a massive Mario fan.
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clancy2001 · 1 year
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Week 10 Thoughts
We've returned from mid semester break and feeling refreshed and ready for the final 5-6 weeks of the uni year. Our group has expanded from myself and Samantha to also include Umang and Hannah, creating a team of four. I got to meet Umang and Hannah at our Wednesday tutorial where we began fleshing out what we wanted to make for Assignment 3. We agreed upon a platformer as we decided we wanted to build upon someone's chosen Assignment 2 game so rather than starting all over, we can build on an existing framework. We decided to build on Umang's speed runner pitch he did for Assignment 2 and began combining other elements from our other games.
We wanted to make an arcade style platformer where the player continually moves upwards through the level just trying to survive as long as they can to score more points. These points would then be stored in a leader board adding replay ability for individuals and also a competitive component with friends and other players. Our aesthetic is more sky oriented as the player moves higher and higher, starting on the ground and rising higher and higher so that made it more straight forward from a design perspective for enemy types and themes. The two main methods of scoring points for the player include collecting coins throughout the level and lasting as long as possible as there is a timer at the top of the screen that keeps increasing as the player survives. This time at the end once the player finally dies will contribute to their score. Players have three hearts or "hits" that they can withstand before dying, with hits coming from the enemies found in the game such as slimes and possibly birds. We've also included powerups such as a protective shield and potions that can do different things depending on the colour potion you collect, one such idea is a potion that temporarily doubles points gotten from coins for a set period of time. Finally, to ensure players do not continue sitting in the same spot to arbitrarily increase the time we will implement on auto scroller so players must continue to move with the level.
We outlined some roles, although agreed there could be overlap between group member's responsibilities. Umang is the level designer as it was his original pitch we are building on, Hannah is the mechanics designer, Samantha is the artist and I am the Programmer, or rather event designer. We also outlined our playtesting plan aiming to have core functionality like movement, jumping, collisions and the auto scrolling completed and tested in the next two weeks. Followed by extra features to be completed in week 13 like powerups and final testing of the complete prototype in week 14. For the first three weeks it will incorporate internal testing and slowly allowing more and more external naïve testers to try out our prototype. In the final week we will get previous testers to try the full product and more naïve testers to play the complete prototype.
We wanted to aim to have continuous testing so play testers could provide feedback as we went rather than in one large lump at the end where we would likely lack time to improve upon the feedback.
Overall, I'm very excited to work on this with Samantha, Umang and Hannah they all seem to be invested and ready to do their job. Oh and we decided to name our team, "Games done at a reasonable pace" as a little nod to the charity event "Games done quick" as our game name is speed runner after all.
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clancy2001 · 1 year
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Week 9 Thoughts
Heading into mid semester break now and the last stretch of the semester. I have found a group member for Assignment 3 and have completed Assignment 2.
My group member's name is Samantha and while we haven't decided on a game yet to work on we both are interested in doing something worked on during class. Whether that be one of the three game types during tutorials, platformer, asteroid or racing, or something heavily inspired by the skills learnt. Our skills seem to compliment each other as I am more keen to do the event programming given my IT background while she is more keen to do the design and look, while we'll share the workload with ideas. We'll sit down after we're both done assignment 2 and hash out the details and work out something for our Plan A submission of the Playtesting Plan.
Looking back on Assignment 2 it was quite enjoyable actually, the growth of ideas as I worked on the assessment piece helped me be more invested. I decided to go with my wizard platformer I made during class a while back and have named it Leap of Magic. The player controls a wizard that can shoot magic blasts to defeat evil wizards guarding their stolen treasure. The player ascends upward through the tower rooms avoiding elemental hazards, unlocking paths and collecting potions to powerup. With some feedback from my tutor Chris in my Wednesday class I was able to refine the design side of the two pages more to appeal to readers and clearly show the important details.
This class has been very enjoyable and I hope I can use some of these skills post graduation to start designing small simple games in my spare time.
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clancy2001 · 1 year
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Week 8 Thoughts
Another week down, and I've begun work on Assignment 2 and reflected on the previous games made. I've locked in the wizard platformer I designed earlier in the semester as my chosen game for this assessment piece. I really enjoy platformers and feel I can be at my most creative with them. I've gone with the name "Leap of Magic" as you control a wizard and must use spells to assist your ascent up this magical tower to collect the treasure within.
Often when I think of magic, I'm inspired by the magic system created in the Warcraft universe with the Arcane arts evoking a purple/pink colour. So similar colours I'll use for my wizard and it's background so apologies for the purple submissions in advance. I've also decided that the "enemies" faced are inanimate objects brought to life or infused with magic as opposed to mystical creatures like goblins, trolls or elves. But at the end of each level/tower will be the wizard/witch that resides within the tower and they will serve as the boss.
I think for my A3 page sheet I'll incorporate screenshots of the prototypes I've made so I'll need to do more work on the game then with the main one being just an image of a regular level to be played. While smaller images spread around the page show different components, whether it be fireballs floating around, the evil wizard at the top of the tower or collecting a treasure chest.
Moving away from this I can reflect a bit on the other two game prototypes I've made and both were still fun to make but not quite on the level of the platformer. I enjoyed trying a different aesthetic for the asteroids game by going a jungle theme and as made more of it I felt new ideas sprouting into my mind so there was a real temptation to expand upon that for my assignment. The racing game however, I felt I was devoid of ideas at times and felt it would not be pursued for the assessment as I wasn't show how to make the game grow into something I could design and sell to people as that is ultimately the idea behind this assessment piece.
We move into week 9 now with a clearer image in mind for this assessment and I look forward to reflecting on what I've made for assessment 2.
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clancy2001 · 1 year
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Week 7 Thoughts
Another week done and dusted as we're now at the halfway point. The goals for this week were to begin implementing my own version of crazy taxi style game we made last week. As outlined in my elevator pitch I decided to go to space with this seeing as the obvious asteroids choice last week I skipped on space, so I thought I should make up for that. Now in this early prototype I have the player move a spaceship using the arrow keys through space as they dodge asteroids and each UFO that passes by the player scores 100 points.
Slightly different to the original outline but fundamentally plays the same for the most part, however it would've been cool to incorporate UFO's as an enemy shooting as they move down like originally outlined but other commitments changed those plans. Regardless, the prototype I've made will satisfy for playtesting purposes and giving me more inspiration for further improvements.
Once again I had my sister playtest as she knows what to look for and what's required so in the below image is her 1-5 ratings for the questions.
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As we can see she gave mostly middle of the range ratings with 3s for Clear Design, fun gameplay and replay ability. She gave a 4 for the game's flow as she described the movement as feeling how an actual spaceship would move. Gave a 5 for a clear strategy as she seemed to very quickly master the game and find the most effective options. While she gave 2s for the balance and sense of tension and release. She did comment that the difficulty could increase as the speed and spawn rate of the asteroids did not pose much challenge so easy adjustment for me their just tweaking some numbers. She also commented that while she understood to dodge the asteroids she didn't really get what the UFO was for on the side and said I should incorporate it more into the game so it's clearer for the player. Perhaps I could build on my previous idea of "delivering the package" to the UFO where it animates when a UFO reaches the required position a box flies from the ship to the UFO to signify the achieved goal then adds points. Perhaps this would create a clearer objective for the player.
Again she found the movement of the ship really good feeling it worked well and was the best part about the game as a whole.
Some of her suggestions for new ideas included a scoreboard to compare results like a typical arcade which would be good for replay ability to have a clear metric for improvement. Another suggestion was different ways to score points so perhaps deliver packages to the good UFOs as they pass and destroying bad UFOs that appear by implementing the shooting mechanic learnt from the asteroids game.
Also implementing powerups/health to add variety to the playing experience with ways to heal and lose health. Perhaps increasing the spawn rate of asteroids but then introducing a health bar/score to still provide balance. Her last suggestion was to add new areas for the player as they progress through the game which could be in the form of next parts of space, maybe a planet or galaxy in the background. Maybe a final boss style level with the milky way in the background.
Moving into next week I begin my One Page/One Sheet assessment piece as I must decide which of the three prototypes I expand upon for the purposes of the assignment. At this stage I'm thinking of doing the platformer and expanding my wizard platformer as platformers would be my favourite genre and I feel I can get creative with puzzles and challenges.
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clancy2001 · 1 year
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Week 6 Thoughts
Another week down, almost halfway through the semester now. This week is looking at making a crazy taxi top down style game. When thinking of the elevator pitch I generally like to try something a bit different in aesthetics so my theme for this game prototype will be a space themed crazy taxi game with the name Space Race, and no, not the US vs USSR kind. Where instead of the car the player controls a spaceship racing through space to make deliveries at the different checkpoints. However, there are asteroids and aliens to dodge while making deliveries. The deliveries would serve as the score system with points awarded for each planet the ship passes. Meanwhile, the traffic that the player must dodge will include a variety of different things including asteroids that just act as standard vehicles that the player must dodge, while the aliens would be in UFOs and shoot at the player adding another component for the player to dodge. Also, spread throughout the level will be bonus packages for the player to pick up that also add points.
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This cargo ship image gives inspiration as to what the player will be flying. It will control like any standard crazy taxi with the arrow keys moving the space ship in the respective direction. The three unique points would be it being set in space where the player delivers packages, variety of traffic to dodge and bonus packages to collect for more points.
Creating the game was quite fun as I do remember playing crazy taxi plenty of times back in high school during class so it was a bit nostalgic to make my own kind of crazy taxi game. The guided game will serve as the building blocks for how my game will function as I think the general Crazy taxi formula works well in these kinds of games.
Throughout my elevator pitches I've made a point to emphasise creating different aesthetic games to the standard for the respective genre as I think players appreciate a variety of environment even if fundamentally it controls similarly to other games/levels of that kind.
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clancy2001 · 1 year
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Week 5 Thoughts
So week 5 is done and dusted and I've caught back up after a couple hectic weeks with illness and capstone deadlines. This week I began work on my own asteroids game by creating a basic prototype and letting my sister playtest it again, really is handy having a sister with a bachelor of games.
So beginning at the start first I got help from my tutor in my Wednesday workshop to fix the issues I had with the previous week's asteroids game which were all fixed including the bullets not moving when fired and issues with asteroid collisions.
With these fixed I now was ready to start implementing my own version of an asteroids game by making a jungle themed asteroids game, aptly named Jungle Asteroids. I made some changes based on sprites I could find and building a clearer image of the game. The player still controls a bush but rather than fighting enemy bushes as asteroids instead the player fights fireballs and the bullets is water. Like any asteroid game the player has health that is reduced when they collide with the fire and scores points when they "extinguish" fire. Once the player scores 500 points they win and get a new screen saying "You saved the forest!" ending the game. Conversely, if the player's health runs out they are faced with a game over screen that says "The forest burnt down". Another noteworthy change I made is that when the player collides with the fire it destroys the fire object as well as the size of the player sprite is bigger than the fire so sometimes the player would quickly lose as they were continuously colliding with the fire.
With a prototype made now I had my sister playtest the game and fill out the playtest form provided on canvas. She outlined the what worked well included the shooting mechanic, difficulty, controls and that once she understood the objectives the health & score system provided good motivation to play and replay. However, she did say things to improve and new ideas would be to provide clear context of the game and the controls as she said initially she didn't understand how to play and what exactly to do as she just kept colliding with the fire. So perhaps further development I should make a basic intro screen that outlines the controls and objectives. She also said the most exciting/fun was dousing the fire while dodging them which she said added more complex difficulty and more fun.
Then the able she filled out with 1-5 ratings went as below in the screenshot.
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Looking at this she felt my game was fun, balanced, flowed well and had good replay ability. Gave a 3 for sense of tension and strategy and a 2 for understanding the objectives of the game. Addressing the understanding of the objectives again could require an initial title screen with the controls and objectives outlined. While improving the strategy and tension could include the addition of powerups I outlined in my elevator pitch or boss enemies/different enemies. Perhaps enemies that fire back at you or a boss enemy that sends out waves of fire balls to dodge and takes multiple shots to die.
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clancy2001 · 1 year
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Week 4 Thoughts
With the Ekka public holiday meaning I had to do the tutorial at home it was fun to "fly my own ship" fitting with the theme of asteroid games. While I unfortunately did not have a lot of time to try things, experiment and problem solve due to capstone commitments, capstone interfering with my other classes I feel will be a common trend this semester.
So my delayed work on the week 4 workshop content regardless was still enjoyable. Beginning with briefly trying the demo asteroid shooters, realising I should've spent my time at school computer time playing games like space invaders instead of doing classwork as well this asteroid game was a struggle for me. But regardless my immediate idea for my elevator pitch was to try a different aesthetic with most asteroid games typically having a space setting I decided what if it was a jungle setting. Now it would still control and play like a space themed game but I thought a different aesthetic could be interesting to try. Which lead me to think what if you control a green bush to represent a "good bush" and the "asteroids" are different coloured "evil bushes" with different colours behaving differently. Yellow bushes could just float around like regular asteroids, red could fire thorns at the player and blue could leave behind gas clouds that act as an environmental obstacle. Maybe even a boss bush! While the player bush can fire thorns/berries that act as the bullets.
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The above image was the background I thought would be nice as the player moves horizontally across the screen to reach the objective, maybe a golden bush? Or is that too many bushes? While the controls initially I thought would copy the demo asteroid games from earlier with the arrow keys and space bar, I think I might follow the tutorial style of using the mouse as that felt more natural. My unique selling points were a different aesthetic to usual asteroid games, variety of "asteroids" each providing different challenges and possible powerups to enhance the player experience. The title I haven't quite landed on as I want it to clearly indicate that it's an asteroid game so maybe Jungle Asteroids but I think something better could come to me later.
Anyways, making the asteroid game was fun! However, I did meet some challenges that I'll hopefully resolve in the next workshop with the tutor if I have the time such as collision wasn't working, so when the player collided with an asteroid nothing happened. And my bullets don't move around either so hopefully I can get these core aspects working when I make Jungle Asteroids.
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clancy2001 · 1 year
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Week 3 Thoughts
Delayed week 3 thoughts given illness caused me to miss the week 3 workshop and then I got side-tracked with my capstone project deadlines but we made it. So reflecting on my elevator pitch I wanted to make a platformer where you controlled a wizard ascending up a tower to collect treasure.
The small prototype I made I got my sister to playtest, I should note my sister is a 3D Artist for Gameloft and has a bachelor of Games so she understands the playtesting process, so while far from the finished product and potentially less than I would've completed during the tutorial still I feel I completed enough for her to test and get a taste of my game.
I had four questions for her to answer after conducting her playtest which are as follows:
What did you like?
What did you dislike?
Anything else you would like from the game?
Any frustrating parts?
She liked the sprites I used for game with the wizard, fire rings and treasure. The objective was for her to reach the top and collect the treasure chest which she said was easy to understand. She said it was fun and a good difficulty. She did not like using arrow keys and suggested I try implement the more common WASD which more people would be accustomed too. She found it frustrating that when dying she had to restart the program so I should definitely implement a proper life system. Her suggestions for other things to include in the game included a tutorial/how to play at the start so the player doesn't have to figure out the controls by trial and error. A death condition so that once the player dies it properly handles that rather the player having to restart the program. And the most obvious one is to make it longer.
I appreciated her advice as while it certainly was a rushed product that I knew had issues it's still good to here outside feedback, especially the arrow keys being annoying to use.
With the upcoming tutorials on asteroid games hopefully I can implement the shooting mechanic from that to incorporate a wizard shooting spells mechanic like I outlined in my elevator pitch if I decide my platformer is the one I want to move forward with.
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clancy2001 · 1 year
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Week 2 Thoughts
I've been to my first class for this unit and I thoroughly enjoyed it. It was exciting to make an extremely simple platforming "game" (I say game in quotation marks as it was just one scene of a game) as I have never made any sort of game in any capacity. Also, platformers would be my favourite genre of video games and in particular the Super Mario Bros. franchise both 2D and 3D instalments.
I had my first elevator pitch with this class where I sat down and brainstormed some ideas for a platforming game. My thoughts led to a game where you control a wizard and ascend up a tower with different spells and potions varying how the player can platform (for example a double jump could be done by blasting a magic blast to propel the player higher).
The game would focus on vertical progression instead of horizontal progression with the player aiming to ascend up the tower. Level aesthetic would vary from room to room of the tower, with the player facing off against evil alchemists and astronomers and many more different types of scientists/wizard themed enemies.
As the player progresses up the tower they can learn new spells and abilities, collect new potions to use all based on the different rooms and enemies they've conquered.
Below is an image I found off the internet that matches my thought for the overall look, granted the inside of the tower would seem greatly larger than the exterior presents due to "magic" and not lazy design.
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The game would follow the usual control schema of a platformer playable on a computer. Using the spacebar to jump (twice to double jump), moving left and right with A and D respectively and ducking with S. While shooting magic with O and consuming potions with P.
Looking forward to week 3 where we can begin playtesting and refining the basic platformer we've made in the week 2 tutorial in GDevelop.
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clancy2001 · 1 year
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Week 1 Thoughts
So the semester has begun and I've watched the recording of the introductory lecture for this class and I can say I'm excited for this class. Not only is it different to my other classes giving a unique spin on my last semester of university it will also be made more enjoyable by my passion for gaming.
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clancy2001 · 1 year
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About Me Post
Hello, my name is Clancy, I am a third year (also final year) Information Technology Student majoring in Computer Science at the Queensland University of Technology. I am taking IGB220 as an elective in my final semester of university.
I chose IGB220 as an elective as I have a passion for games in all aspects whether be playing, watching or making games.
My hopes for this class is to achieve a grade of 5 or higher and more importantly learn more about the development cycle of a video game. As while I wish to pursue a career in the field of IT. My passion for video games means I wish to learn more about development and games in general to undertake in my own time.
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