jordyn-ward-inb380
jordyn-ward-inb380
Jordyn Ward | n9190121
26 posts
Game Project Design
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jordyn-ward-inb380 · 8 years ago
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Week 13
Summary
Deep playtesting session (1 hour)
Expanded QA testing tasks and performed QA testing (hours)
Created list of relevant contacts for marketing & reviews ()
Edited menus in Unity ()
Total: hour minutes
Deep playtesting session (1 hour)
Informal two player testing - limited by working controllers
Specifically watching for game breaking bugs
Tried on two different computers - experienced heavy lag on one (laptop) and significantly less on the other (inbuilt PC)
Expanded QA testing tasks and performed QA testing ()
Split task sheet up into more groups
Split existing tasks into more specific questions
(image)
Created list of relevant contacts for marketing & reviews ()
...   
Edited menus in Unity ()
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0 notes
jordyn-ward-inb380 · 8 years ago
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Week 12
Summary
Team meeting (1 hour)
Deep playtesting (1 hour)
Evaluating deep playtesting records (2 hours)
Creating tasks in Trello (1 hour)
Organising team shirt printing (2 hours)
Refining document and conducting QA testing (4 hours)
Updating and adding to credits (30 minutes)
Total: 
Team meeting (1 hour)
Identifying game breaking bug in weekly build
Finding work around for playtest
Created refined logo for Checkered Heart Games
Deep playtesting (1 hour)
Three deep playtesters
Testing broken build and working build
Evaluating deep playtesting records (2 hours)
Reviewing footage, audio and notes
Creating tasks from bugs and issues present in week 11 build
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Creating tasks in Trello (1 hour)
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Organising team shirt printing (2 hours)
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Refining document and conducting QA testing (4 hours)
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Updating and adding to credits (30 minutes)
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jordyn-ward-inb380 · 8 years ago
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Week 11
Summary:
Team meeting (1 hour)
Internal deep playtesting (3 hours 30 minutes)
Reorganised sound effect documentation (3 hours)
Collected new sound effects and implemented into Unity (4 hours 30 minutes)
Created credits list for outsourced material (1 hour 30 minutes)
Organised deep playtesting session (1 hour 30 minutes)
Created spreadsheet document for QA testing (2 hours)
Sketched possible designs for player ready lobby (3 hours)
Total: 20 hours
Team meeting (1 hour)
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Internal deep playtesting (3 hours 30 minutes)
With Zac and Jenna
Testing 3 and 4 player
Came up with more refinement tasks
Reorganised sound effect documentation (3 hours)
Created new spreadsheet document to organise collected sounds and make more accessible for team
Moved previously collected sounds over to new document
Evaluated copyright information and axed any non commercial licensed sounds
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(Picture above is old document; pictured below is new document)
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Collected new sound effects and implemented into Unity (4 hours 30 minutes)
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New sounds collected:
Countdown (321 & Go)
Gatling Gun
Spike Trap
Menu Button Confirmation
Shot Gum
Sites visited:
http://freesound.org/search/?g=1&f=&q=countdown&s=score+desc&advanced=0&page=10#sound (10 pages)
http://freesound.org/people/kantouth/sounds/?page=3#sound (3 pages)
http://freesound.org/people/saturdaysoundguy/sounds/?page=5#sound (5 pages)
http://freesound.org/search/?g=1&f=&q=gun&s=score+desc&advanced=0&page=3#sound (3 pages)
Created credits list for outsourced material (1 hour 30 minutes)
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Organised deep playtesting session (1 hour 30 minutes)
Contacting previous naive testers to deep playtesting availability
Checking teams availability and controllers needed
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Created spreadsheet document for QA testing (2 hours)
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Sketched different possible designs for player ready lobby (3 hours)
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0 notes
jordyn-ward-inb380 · 8 years ago
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Week 10
Summary
Team meeting (2 hours)
Designer meeting (30 minutes)
Playtesting sessions (4 hours)
Created impromptu goal and task list and integrated tasks into Trello (2 hours)
Recruited playtesters and confirmed availability (30 minutes) 
Reviewed and summarised playtester feedback (5 hours 45 minutes)
Created tasks from tester feedback (2 hours)
Duplicating and adjusting questionnaire/survey (30 minutes)
Collected sounds (3 hours)
Total: 20 hours 15 minutes
Team meeting (2 hours)
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Designer meeting (30 minutes)
With Jenna
Clarifying current state of weapons, animations, narration, lap system, changes to battle arena, what happens in the event of a tie and so on
Playtesting sessions (4 hours)
Wednesday - 3 naive testers - w/ Nat & Alex
Individual deep playtesters - 2
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Created impromptu goal and task list and integrated tasks into Trello (2 hours)
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Recruited playtesters and confirmed availability (30 minutes)
Group playtesting during/after Wednesday meeting to test four player and identify critical issues
Brandon (naive) - available to test Friday afternoon
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Reviewed and summarised playtester feedback (est 5 hours 45 minutes)
User 21 - gameplay footage and notes twice (1 hour 45 minutes)
User 22 - gameplay footage and notes (1 hour)
User 23 - gameplay footage and notes (1 hour)
User 24 - gameplay footage and notes (1 hour)
User 25 - gameplay footage and notes (1 hour)
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Created tasks from tester feedback (2 hours)
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Duplicating and adjusting questionnaire/survey (30 minutes)
Changed
Fixed ranked question to have 8 columns instead of 9
Added
The instructions were easy to understand and prepared me for gameplay.
I understood how the shot gum worked.
I understood how the bouncy ball gun worked.
Collected sound effects and music (3 hours)
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0 notes
jordyn-ward-inb380 · 8 years ago
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Week 9
Summary
Team meeting (1 hour)
Proof read announcer script (1 hour)
Recruited playtesters and confirmed availability (1 hour)
Playtesting sessions (4 hours)
Reviewed and summarised playtester feedback (7 hours 30 minutes)
Created tasks from tester feedback (2 hours)
Wrote playtesting findings document (3 hours)
Duplicating and adjusting questionnaire/survey (1 hour)
Total: 20 hours 30 minutes
Team meeting (1 hour)
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Proof read announcer script (1 hour)
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Recruited playtesters and confirmed availability (1 hour)
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Playtesting sessions (4 hours)
Wednesday - 2 deep playtesters (1 hour) - w/ Jenna, Alex & Nat
Sunday - 2 naive playtesters (2 hours)
Monday - 1 naive playtester (1 hour) - w/ Jenna & Zach
Reviewed and summarised playtester feedback (7 hours 30 minutes)
Deep playtesting session (1 hour 45 minutes)
User 16 (1 hour)
User 17 (1 hour 15 minutes)
User 18 (1 hour 30 minutes)
User 19 (1 hour)
User 20 (1 hour)
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Created tasks from tester feedback (2 hours)
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Wrote playtesting findings document (3 hours)
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Duplicating and adjusting questionnaire/survey (1 hour)
Added
I understood how the shock baton worked.
The game felt challenging enough for its genre.
Changed
“I used the HUD to monitor my held weapons and state of health.” to “ I used the HUD to monitor my state of health.“
“I noticed the HUD during gameplay.“ to  “I noticed the HUD (Heads Up Display) during gameplay.“ 
Removed “I understood the narrator during the player ready lobby.”
Removed “The game's music was enjoyable to listen to.”
0 notes
jordyn-ward-inb380 · 8 years ago
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Week 8
Summary
Recruiting playtesters and confirming runner availability (1 hour)
Friday playtesting session (2 hours)
Online discussion with Jenna (1 hour)
Monday playtesting session (2 hours)
Meeting with Jenna (1 hour)
Appraised level design and sketched possible changes (2 hours 30 minutes)
Reviewed and summarised playtester feedback (4 hours 30 minutes)
Created tasks from tester feedback (2 hours)
Wrote playtesting findings document (3 hours)
Duplicating and adjusting questionnaire/survey (1 hour)
Total: 20 hours
Recruited playtesters and confirmed runner availability (1 hour)
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Friday playtesting session (2 hours)
With Jenna and Alex
2 playtesters
Online discussion with Jenna (1 hour)
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Monday playtesting session (2 hours)
With Jenna and Nat
2 playtesters
Meeting with Jenna (1 hour)
Discussed plans for upcoming week
Appraised level design and sketched possible changes (2 hours 30 minutes)
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Reviewed and summarised playtester feedback (4 hours 30 minutes)
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Created tasks from tester feedback (2 hours)
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Wrote playtesting findings document (3 hours)
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Duplicating and adjusting questionnaire/survey (1 hour)
New questions added:
I understood how the mouse trap worked.
I understood how the shock baton worked.
I felt the battle arena section was too short.
I understood when I gained points.
I understood when I lost points.
I understood the narrator during the player ready lobby.
Changes made:
Removed “The menus were easy and logical to navigate.”
Changed “I was able to use the weapons effectively.” to “I was able to control and use the weapons effectively.”
Removed “I feel the weapons fit in with the theme and mechanics of What the Blob.”
Removed “I feel What the Blob’s gameplay would benefit from battle arena specific weapons.”
0 notes
jordyn-ward-inb380 · 8 years ago
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Week 7
Summary
Team meeting (1 hour)
Wednesday playtesting session (1 hour)
Friday playtesting session (2 hours)
Wrote narrator script (1 hour 30 minutes)
Revised notes about social playtesting (30 minutes)
Monday playtesting session (1 hour)
Reviewed and summarised playtester feedback (6 hours)
Created tasks from tester feedback (2 hours)
Updated Trello with tasks from tester feedback (30 minutes)
Recruiting playtesters and confirming runner availability (1 hour)
Wrote playtesting findings document (3 hours)
Duplicating and adjusting questionnaire/survey (1 hour)
Total: 20 hours 30 minutes
Team meeting (1 hour)
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Wednesday playtesting session (1 hour)
with Zach and Alex
One playtester
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Friday playtesting session (2 hours)
with Jenna and Alex
Three playtesters
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Wrote narrator script (1 hour 30 minutes)
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Revised notes about social playtesting (30 minutes)
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Monday playtesting session (1 hour)
With Jenna and Zac
One playtester
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Reviewed and summarised tester feedback (6 hours)
Short hand and note taking evaluation of tester data
Reviewed Tester 6′s audio/video recording, stream of conscience notes and questionnaire/survey feedback (1 hour 30 minutes)
Reviewed Tester 7′s stream of conscience notes and video recording (45 minutes)
Reviewed Tester 8′s stream of conscience notes and video recording (1 hour 15 minutes)
Reviewed Tester 9′s stream of conscience notes and video recording (1 hour 30 minutes)
Reviewed Tester 10′s stream of conscience notes and video recording (1 hour)
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Created tasks from tester feedback (2 hours)
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Updated Trello with tasks from tester feedback (30 minutes)
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Recruiting playtesters and confirming runner availability (1 hour)
Confirming Wednesday 30th and Friday 1st playtesters
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Confirming test runner availability for said sessions
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Recruiting 1 playtester for Monday 1st, and 2 playtesters for Wednesday 6th
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Wrote playtesting findings document (3 hours)
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Duplicating and adjusting questionnaire/survey (1 hour)
New questions added:
The menus were easy and logical to navigate.
The Player Ready lobby arena confused me before starting the level.
The Player Ready lobby arena prepared me effectively before starting the level.
I felt the battling and racing aspects in the game were well balanced with each other.
I felt the game's story was present enough for the game's genre.
Changes made:
Removed “I understood how the shock baton worked.”
Removed “I understood how to use the weapons effectively.”
Replaced “I feel What the Blob’s gameplay would benefit from battle arena specific weapons” to “I feel What the Blob’s gameplay benefited from battle arena and racing specific weapons.”
Removed “I felt the HUD was unnecessary.”
Replaced “The camera movement worked well with the game.” to “The camera movement worked well in the game.”
Removed “I always understood where I was in the game.”
Removed “I always could see where I was in the game.”
Replaced “I realised when I lost health.” with “I understood when I lost health.”
Moved “The game’s dialogue was enjoyable.” closer to sound-related questions
Users were still confused about the aspect ranking question. This was once again reworded to so - “Finally, please rank the aspects of the game in order from 1 (most well done) to 8 (least well done). Only use each number ONCE. For example, when you rank an aspect as 1, do not use 1 for any other aspect.”
Merged “Game World” and “Visuals” options for above question into “Game World Visuals”
Removed “I understood how the tennis racket worked.” Question will be added into questionnaire again when tennis racket is fixed.
0 notes
jordyn-ward-inb380 · 8 years ago
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Week 6
Summary
Changed player questionnaire/survey forms (2 hours)
Wednesday playtesting session (2 hours)
Set up naming conventions and prepared template files (30 minutes)
Organised playtesting materials from Wednesday session (30 minutes)
Collated feedback from Wednesday session (2 hours)
Edited playtest script (10 minutes)
Wrote playtesting guide (2 hours)
Organised availability for future playtesting sessions (1 hour)
Recruited playtesters for future playtesting sessions (1 hour)
Monday playtesting session (2 hours)
Playtest findings document with playtest data from users 1-5 (4 hours)
New questionnaire/survey for week 6 build (2 hours)
Brainstormed weapon/environment ideas (50 minutes)
Total: 20 hours 
Changed player questionnaire/survey (2 hours)
After feedback from crit, separated previously combined form into two different forms
Added higher detailed and specifically targeted questions about What the Blob to survey
Rearranged questions so similar questions are grouped together for more cohesive line of questioning
New questions:
(Strongly disagree to strongly agree 5 point linear scale questions)
I understood how to move my character around the level. It was enjoyable to move the player around. I understood when I picked up a weapon. I understood when I no longer had a weapon. I understood how the tennis racket worked. I understood how the water gun worked. I understood how the sticky hand worked. I understood how the shock baton worked. I understood how to use the weapons effectively. I was able to use the weapons effectively. The camera movement worked well with the game. I always understood where I was in the game. I could always see where I was in the game.
(Short answer questions)
What in your opinion impacted your playing experience most negatively?What in your opinion impacted you playing experience most positively?
Changes:
Added an ‘s’ to “The game’s main characters were enjoyable to look at.” Added ‘(For example…)’ to “I want to find out what happens next if I were to continue playing. (For example, new levels, difficulty progression, new pick-ups, etc.)” Added ‘weapons’ and ‘movement’ as rankable aspects to multiple choice grid.
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Wednesday playtesting session (2 hours)
With Jenna and Zach
Had lengthy first time setup
One playtester
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Set up naming conventions and prepared template files (30 minutes)
Renamed files from Wednesday testing
Ensured blank templates were ready for use based off of first testing experience on Wednesday
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Organised playtesting materials from Wednesday session (30 minutes)
Due to scattered first time session needed to organise multiple files into one document
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Collated feedback from Wednesday session (2 hours)
Ran through data from notes and survey/questionnaire and created basic summary of prominent issues found from first playtesting session
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Edited playtest script (10 minutes)
To include asking permission from playtester to record game session (both video and audio).
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Wrote playtesting guide (2 hours)
For group’s reference in case not familiar with protocol/process and experienced playtester not present, and as easy collation of material needed for playtesting sessions
Learnt how to setup OBS on new computers
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Organised availability for future playtesting sessions (1 hour)
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Recruited playtesters for future playtesting sessions (1 hour)
Was able to book one playtester for Monday 29th, one for Wednesday 30th and one for Friday 1st.
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Monday playtesting session (2 hours)
With Jenna, Alex, Josh and Zach
4 playtesters total
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Playtest findings document with playtest data from users 1-5 (4 hours)
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New questionnaire/survey with changes for week 6 build (2 hours)
New questions added:
(Linear 5 point scale) I feel the weapons fit in with the theme and mechanics of What the Blob. I feel What the Blob’s gameplay could benefit from battle arena specific weapons. The battle arena was fun to fight other players in. The battle arena was fun to move around in. The battle arena section of the game felt complete. The racing section of the game felt complete. I always understood what character I was controlling. I understood how player health was displayed. I realised when I lost health. I noticed the HUD during gameplay. I used the HUD to monitor my held weapons and state of health. I felt the HUD was unnecessary. (Short answer response) Is there any other feedback you would like to give us in regards to What the Blob?
Changes made:
Testers were confused by the ranking question and how to complete it. In response, I reduced the amount of aspects needed to be ranked and clarified the instructions on how to rank the aspects. “Finally, please rank the different aspects of the game in the following list. 1 is most well down, 9 is least well done. Only use each number once in the list.“
Brainstormed other weapon/environment ideas (50 minutes)
Sticky gum: in environment, if player touches it, will be attached by strand and resist moving forward for several seconds.
Bubbles/bubble wand/blower: Player can use bubble wand on other players to take them out of the battle for several seconds by trapping them in a bubble. Bubble machines can also be used in the environment as an obstacle to avoid - shooting bubbles towards players and needed to maneuver around them else lose their current standing.
Live wire: in environment, if players don’t jump over an area crackling with electricity due to exposed wires, they are frozen in place for several seconds due to the shock.
Shoelaces: Like a whip, players lose health if hurt by this. Modeled as long range weapon to oppose stickyhand.
Map: Players can teleport a short distance ahead with this pick up.
Portal: On sides of battle arena, allows player to warp to either side and possibly get the upper hand on players not paying attention.
0 notes
jordyn-ward-inb380 · 8 years ago
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Week 5
Summary
Troubleshooting pause menu (30 minutes)
Team meeting (1 hour)
Playtesting with team (1 hour 30 minutes)
Typed up team meeting & playtesting notes (1 hour)
Created springboard art asset (1 hour)
Created springboard sprite sheet for animation (1 hour 30 minutes)
Created controller diagram art asset (1 hour 30 minutes)
Remade pause menu (3 hours)
Made main menu controls panel (45 minutes)
Made main menu instruction panels (1 hour 30 minutes) 
Collected sounds (40 minutes)
Implemented sounds into Unity (15 minutes)
Solo playtesting (40 minutes)
Playtesting with Jenna (1 hour)
Ensuring playtesting materials ready for use (2 hours)
Preparing for role of playtesting manager (1 hour)
Moving pause menu over to main game from practice scene (40 minutes)
Created cage art asset (30 minutes)
Total: 20 hours
Troubleshooting pause menu (30 minutes)
Game would pause but not display canvas UI
Visited sites listed below while troubleshooting
https://forum.unity3d.com/threads/scenes-vs-canvases-vs-panels.279890/
http://answers.unity3d.com/questions/1095980/pause-menu-script-not-working-properly.html
http://answers.unity3d.com/questions/850220/how-can-i-get-a-ui-canvas-to-hideappear-on-esc-but.html
Eventually handed over to Zach to check if code was working
Code was working but would need to redo canvas in order to show up
Team Meeting (1 hour)
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Playtesting with team (1 hour 30 minutes)
Build as of 18/08/17 with three players
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Typed up team meeting & playtesting notes (1 hour)
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Created springboard art asset (1 hour)
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Created springboard sprite sheet for animation (1 hour 30 minutes)
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Followed tutorial in how to make gifs using sprite sheet
https://www.youtube.com/watch?v=JjQ82AXe7II
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Created controller diagram art asset (1 hour 30 minutes)
Looked up possible ways of making arrows in Photoshop
https://www.youtube.com/watch?v=sot0gcdX_9Y
http://www.wikihow.com/Make-Arrows-in-Photoshop
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Remade pause menu (3 hours)
Pause menu canvas wasn’t displaying when pausing
Found that remaking the pause menu canvas from scratch again worked
Remade canvas, panels and buttons, assigning sprites and vertical layout group
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Had trouble with understanding and getting Unity to recognise the start button on controller as escape on keyboard
Referenced this tutorial for code and made modifications to include controller with help from Zach
Created new input in input manager
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Visited sites below while troubleshooting
https://docs.unity3d.com/Manual/ConventionalGameInput.html
https://ritchielozada.com/2016/01/16/part-11-using-an-xbox-one-controller-with-unity-on-windows-10/
https://blogs.msdn.microsoft.com/nathalievangelist/2014/12/16/joystick-input-in-unity-using-xbox360-controller/
https://www.reddit.com/r/Unity3D/comments/1syswe/ps4_controller_map_for_unity/
https://gamedev.stackexchange.com/questions/128596/button-mapping-of-an-xbox-360-controller-for-windows
https://blogs.msdn.microsoft.com/uk_faculty_connection/2014/12/02/adding-xbox-controller-support-and-input-to-your-unity3d-game/
http://wiki.unity3d.com/index.php?title=Xbox360Controller
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Upon pressing esc/start game pauses
Resume button > unpauses game
Restart button > loads game level scene again
Controls button > deactivates pause menu panel and activates controls instruction panel
Controls panel includes image of controller diagram and back button
Controls back button > deactivates controls instruction panel and activates pause menu panel
Main Menu button > loads main menu scene
Quit button > closes game
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Made main menu controls panel (45 minutes)
Includes diagram of controller, text instructions and back button
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Made main menu instructions panels (1 hour 30 minutes)
New button in main menu
Includes text and pictures descriptions of weapons
Includes second page description of battle arena and score mechanics
Had trouble getting controller to select button so player was able to return to main menu
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Collected sounds (40 minutes)
Taser Hit sound
New taser swing sound
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Visited sites
https://freesound.org/search/?q=electric&page=2#sound (2 pages)
https://freesound.org/search/?q=zap&page=2#sound (2 pages)
https://freesound.org/browse/tags/shock/?page=2#sound (2 pages)
Implemented sounds into Unity (15 minutes)
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Solo playtesting (40 minutes)
Found section too tall/steep to get past without many multiple attempts
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Found spike drop too difficult to get past, partially due to spawning above pit
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Playtesting with Jenna (1 hour)
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Ensuring playtesting materials ready for use (2 hours)
Updating questionnaire from last semester to suit current build
Collecting specific questions from team members for questionnaire
Uploading relevant documents to the Google Drive
Updating template materials to be personalised and relevant to What the Blob
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Preparing for role of playtesting manager (1 hour)
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Moving pause menu over from practice scene to main game (40 minutes)
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Created pause menu canvas prefab
Created PauseGameController empty and attached PauseGame script
Added Resume button to EventSystem as first selected button (to be able to use controller)
Set pause function to resume button from PauseGameController
Repeated process twice
Created cage art asset (30 minutes)
For player ready up scene and start of race
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0 notes
jordyn-ward-inb380 · 8 years ago
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Week 4
Summary
- Wednesday team meeting (1 hour) - Typed up week 3 leveling testing, critical & team meeting notes (1 hour) - Learned how to make and apply patterns in Photoshop (30 minutes) - Sketched possible level designs for battle arena (1 hour) - Created art assets for battle arena platforms (2 hours) - Wrote more dialogue (1 hour) - Researched how to allow players to select amount of players through menu (1 hour) - Attempted to integrate button art into main menu (30 minutes)  - Voice recorded and play tested w/ Jenna, Josh & Zac (7 hours) - Researched how to create pause menu framework (1 hour) - Created pause menu framework in Unity (2 hours) - Collected sound effects (2 hours 30 minutes) - Implemented sound effects into Unity (30 minutes)
Total: 21 hours
Team meeting (1 hour)
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Typed up week 3 level testing, critical & team meeting notes (1 hour)
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Learned how to make and apply patterns in Photoshop (30 minutes)
Followed youtube tutorial found here
Troubleshooting why applying pattern overlay wouldn’t work
http://www.hongkiat.com/blog/creating-custom-pattern-in-photoshop/
https://forums.adobe.com/thread/1952048
Layer needed to have colour (not be transparent) for pattern overlay to work
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Sketched possible level designs for battle arena (1 hour)
Referenced Starwhal, Towerfall and Super Smash Bros
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Created art assets for battle arena platforms (2 hours)
Relearning and familiarising with how to use pen tool
Followed tutorial in how to convert pen tool to selection found here
Coloured & applied pattern overlay individually
Created border for each platform
Exported individual platform assets and imported into Unity
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Wrote more dialogue (1 hour)
Highlighted text is newly written dialogue
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Researched how to allow players to select amount of players through menu (1 hour)
https://www.reddit.com/r/Unity3D/comments/2j9lbc/multiple_players_with_the_new_unity_gui_system/
https://www.reddit.com/r/Unity3D/comments/3mpzq9/local_multiplayer_player_select_screen_with_new/
https://docs.unity3d.com/Manual/UNetLobby.html
http://answers.unity3d.com/questions/946534/4-player-local-multiplayer.html
https://unity3d.com/learn/tutorials/topics/multiplayer-networking/couch-wars-local-multiplayer-basics
http://answers.unity3d.com/questions/1309210/setting-up-local-multiplayer-players.html
https://answers.unrealengine.com/questions/126030/same-screen-multiplayer-spawning.html
https://answers.unrealengine.com/questions/574295/spawn-multiple-player-controllers-in-multiplayer-g.html
https://unity3d.com/learn/tutorials/topics/multiplayer-networking/spawning-and-respawning
Handed task over to Zac after difficulty working out solution by myself
Attempted to integrate button art into main menu (30 minutes)
Had trouble splicing button image around text
Will need to talk to Nat about possible new assets in week 5, or finding a workaround
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Voice recorded and play tested w/ Jenna, Josh and Zac (7 hours)
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Wrote more dialogue
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Recorded dialogue
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Playtesting with four players (notes below)
- Sticky hand is left behind after final use - Sticky hand is not pulling players like it is suppose to - Fixing gravity on the pickup prefabs  - Water gun shot to be faster - Taser to not puncture the blob - Sprite needs to be added for the tennis racket to show that it has been picked up - Level needs to changed in some areas to keep flow moving better - Camera needs to be updated in the top half of the section - Respawn needs to be fixed - Baton needs to show electricity more - Battle arena countdown needs to be moved over properly from previous level - There is a jump bug that needs to be fixed - Blob movement needs to be looked at again - Colliders on the level need to be fixed - Jump pads in the arena need to be added - Weapon z plane positions need to be fixed - Voices need to be added - Menus need to be completed - Weapons need to be dropped when a player dies - Damage needs to be shown more prominently 
Researched how to create pause menu framework (1 hour)
https://vilbeyli.github.io/Unity3D-How-to-Make-a-Pause-Menu/
https://www.youtube.com/watch?v=PyEmRVRHWL8
https://www.youtube.com/watch?v=tdU9ujYMA_k
Created pause menu framework in Unity (2 hours)
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Collected sounds (2 hours 30 minutes)
Weapon pick up
Death pop
Countdown
Taser swing
Spring board
Trap door
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Visited sites
https://freesound.org/search/?q=swing&page=4#sound (4 pages)
https://freesound.org/search/?q=slurp&page=3#sound (3 pages)
https://freesound.org/search/?q=jelly&page=2#sound (2 pages)
https://freesound.org/search/?q=trampoline (1 page)
https://freesound.org/search/?q=mud&f=&s=score+desc&advanced=0&g=1 (1 page)
https://freesound.org/search/?q=door+opening&page=2#sound (2 pages)
Implemented sounds into Unity (30 minutes)
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jordyn-ward-inb380 · 8 years ago
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Week 3
Summary
- Team meeting (1 hour) - Typing up week 2 critical & team meeting notes (1 hour) - Designer meeting with Jenna (2 hours) - Google Calendar update (10 minutes) - Unity menu tutorial (2 hours 30 minutes) - Break down sound effects needed and create reference table (30 minutes) - Create basic menu framework in Unity (2 hours 30 minutes) - Collecting sounds (3 hours) - Editing sound effect for Unity (10 minutes) - Download and implement sound effects into Unity (30 minutes) - Test level and weekly build (2 hours)  - Experiment with and test blob movement (2 hours)  - Write dialogue for possible encounters (1 hour)
Total:  18 hours 20 minutes
Team meeting (1 hour)
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Typing up week 2 critical & team meeting notes (1 hour)
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Designer meeting with Jenna (2 hours)
Friday 4th August, 3pm - 5pm
Update on past, present and future states of game
Confirmation of backlog breakdown and tasks
Google Calendar update (10 minutes)
Updating plans and tasks for week based off of meetings
Unity menu tutorial (2 hours 30 minutes)
https://unity3d.com/learn/tutorials/topics/user-interface-ui/creating-main-menu 
Made main menu linking to start game, help, audio (with sliders & back button) and quit
Had trouble with vertical padding not showing buttons correctly and couldn’t figure out why
Spent hour reviewing different sections of start of tutorial repeatedly and Googling what could’ve gone wrong
https://docs.unity3d.com/Manual/script-VerticalLayoutGroup.html
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Found extra option added in newer version of unity not in tutorial (control child size) that when not ticked, did not act the same as the tutorial
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Break down sound effects needed and create reference table (30 minutes)
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Create basic menu framework in Unity (2 hours 30 minutes)
Start game menu > player select screen
Controls menu
Play button to commence game
Quit button to exit game
Back button to traverse menus
Testing menu works with keyboard & controller
Used code from tutorial https://unity3d.com/learn/tutorials/topics/user-interface-ui/creating-main-menu
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Collected weapon sound effects (3 hours)
Mallet Swing
Mallet Hit
Sticky Hand Hit
Tennis Racket Swing
Water Gun Fired
Water Gun Hit
Sounds collated into table found here
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List of sites/search pages visited
http://freesound.org/search/?g=1&f=&q=squirt&s=score+desc&advanced=0&page=4#sound (4 pages)
http://freesound.org/search/?q=sling (1 page)
http://freesound.org/search/?q=pop&page=2#sound (2 pages)
http://freesound.org/search/?q=swing&page=3#sound (3 pages)
https://www.audiomicro.com/free-sound-effects/free-water-sound-effects (3 pages)
https://www.audiomicro.com/free-sound-effects/free-tools (2 pages)
https://www.audiomicro.com/free-sound-effects/free-stone-and-wood-sound-effects (1 page)
https://www.audiomicro.com/free-science-fiction-sci-fi-sound-effects (9 pages)
https://www.audiomicro.com/free-sound-effects/free-other-miscellaneous-sounds (2 pages)
https://www.audiomicro.com/free-sound-effects/free-cartoons-and-comic-effects (9 pages)
http://soundbible.com/free-sound-effects-9.html (9 pages)
http://freesound.org/search/?q=water+gun (1 page)
http://freesound.org/search/?q=slime&page=3#sound (3 pages)
http://freesound.org/search/?q=water&page=2#sound (2 pages)
Editing sound effect for Unity (10 minutes)
Downloading and learning basics of Audacity
Cropping StickyHandHit sound effect down
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Download and implement sound effects into Unity (30 minutes)
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Experiment with and test blob movement (2 hours)
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Test build and level design (2 hours)
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Write dialogue for possible encounters (1 hour)
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jordyn-ward-inb380 · 8 years ago
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Week 2
Summary
- Group communication (1 hour) - Outlining goals (35 minutes) - Outlined weekly work plan on Google Calendar (40 minutes)  - Typing up week 1 critical notes for group (30 minutes) - Meeting with Connor (1 hour) - Basic refresher with Unity (1 hours) - Menu research (1 hour) - Menu analysis (1 hour) - Menu flow revision (50 minutes) - Menu redesign sketches (2 hours) - Basic level testing (2 hours) - Formatted powerpoint (30 minutes)
Total: 12 hours 5 minutes
Group communication (1 hour)
Via Facebook messenger, Trello, Google Calendar
Outlining goals (30 minutes)
General plans for the first 5 weeks and specific goals for this week 
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Outlined weekly work plan on Google Calendar (30 minutes)
Managing days when busy with other commitments and estimating/delegating future workload
Typing up critical notes for group from 26/7 Week 1 (25 minutes)
Highlighted feedback for each faction
View document here
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Meeting with Connor (1 hour)
Going over basics of Bit Bucket and Source Tree
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Basic refresher with Unity (1 hours)
Updated to newest version (15 min)
Moving around superficial features (45 minutes)
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Menu research (1 hour)
Kotaku: The 10 Commandments of Video Game Menus
Quora: Best Video Games Menus you’ve ever seen (forum)
CONTROL500: Cleaning Up The Menu Space in SpeedRunners
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Menu analysis (1 hour)
Google document found here
Plants Vs Zombies
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SpeedRunners
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Binding of Isaac
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Splatoon 2
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Menu flow revision (45 minutes)
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Scope reduction erased need for level selection and character customisation steps
Research recommended a quit to desktop button always being available to player
Menu redesign sketches (2 hours)
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Basic level testing (2 hours)
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Formatting powerpoint (30 minutes)
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jordyn-ward-inb380 · 8 years ago
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Week 13
Summary - Searching for sounds to use in game (1 hour 30 minutes) - Team meeting preparation (40 minutes)  - Team meeting (2 hours) - Game design document (3 hours 15 minutes) - Gantt chart (1 hour 30 minutes)
Total: 8 hours 55 minutes
Sites visited & sound/music sources found
https://www.freesound.org/
https://www.freesound.org/people/DrMinky/sounds/167045/
https://www.freesound.org/people/VlatkoBlazek/sounds/318592/
https://www.freesound.org/people/saturdaysoundguy/sounds/388033/
https://www.freesound.org/people/DrMinky/sounds/167074/
https://www.freesound.org/people/Zuzek06/sounds/353250/
https://www.freesound.org/people/Coral_Island_Studios/sounds/317462/
https://www.freesound.org/people/scorpion67890/sounds/205754/
https://www.freesound.org/people/anechoix/sounds/72626/
https://www.freesound.org/people/DrMinky/sounds/167073/
https://www.freesound.org/people/plingativator/sounds/114278/
https://www.freesound.org/people/StephenSaldanha/sounds/158759/
https://www.freesound.org/people/altfuture/sounds/174634/
http://soundimage.org/looping-music/ 
Arcade Fantasy
8-Bit Mayhem
Crazy Candy Highway 2
Monkey Drama
http://www.bensound.com/
http://www.bensound.com/royalty-free-music/track/happy-rock
http://www.bensound.com/royalty-free-music/track/funky-element
Team meeting preparation
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Team meeting
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Game design document
7.1 Sound Effects
Sound in WTB is crucial as it encourages immersion and believability of the world for the players. The slimy sounds of the blobs rolling around and interacting with the game world endear the characters to the player, causing an attachment and thus a stronger will to compete for them.
Blob - Movement - Jumping - Sudden contact with walls/platforms (landing from jump) - Landing on spikes/environmental hazards
Pickups - Collecting pickup - Dropping pickup - Pickup expiring (object breaking/ammo out after limited uses) - Water gun being activated/shot - Water from gun making contact with a surface - Tennis racket swing - Tennis racket slicing through other blob - Frying pan clang of not hitting anything - Frying pan slamming into other blob - Blob enlarging from hat pickup - Blob shrinking to normal size - Sticky hand being thrown - Sticky hand making contact with other blob - Sticky hand making contact with surface - Sticky hand slinging back to player - Sticky hand grappling player
7.2 Music
The music in WTB will be bouncy and high energy. This is intended to encourage and increase frantic behaviour from players already reacting to the fast paced emphasis on gameplay. The music should not overpower the sound effects or detract from the main focus of action on screen, but compliment the intended gameplay and combine with them to create a memorable gameplay experience.
9.2.4 Development procedures 
The game design document and prototype will both be complete by Thursday 1st June, each presenting an in-depth look at WTB and expectations of how it will continue to progress once full scale development begins.
Following commencement of semester 2 2017, work will begin on the Alpha version of WTB. After the first five weeks, on Friday 25th August, the Alpha version will be finalised. Checkeredheart Games will test WTB internally to discover any major bugs or issues with the game.
Checkeredheart Games will resolve all major issues discovered during internal testing and finalise the Beta version of WTB. The finalisation of the Beta will mark the start of external testing to gain a fresh perspective of the game and harvest data from naive playtesters. This playtesting should unveil any remaining bugs, issues and problems with WTB, and give Checkeredheart Games more material to continue refining the game.
Finally, the release version of WTB will be released and available to the public after marketing to raise awareness of the game. If any major problems arise in the release version, the team will be ready to diagnose problems and release patches.
10.3.1 Illness, work or other commitments 
Members of Checkeredheart Games will contact the team with 24 hours notice if unable to make previously arranged meetings or other circumstances where their presence is required. This also includes not being able complete work deadlines previously agreed on. Reasons recognised and agreed on by the team include (but are not limited to) illness, job requirements, personal/family matters and other restricting commitments.
Communication streams for Checkeredheart Games mainly flow through Facebook and Discord team instant message chats. The team also uses Trello to keep track of what tasks need to be completed and by who. These services offer a clear record of when team members communicate and a history of team members letting the entire group know when other commitments stand in their way of delivering content or attending meetings.
10.3.2 Technical issues
Checkeredheart Games’ team of three programmers are confident in their ability to work together and eliminate any issues that arise from a technical standpoint. If an issue proves difficult enough that after working on it for a week with no resolution in sight short term and it stands in the way of progress, the team will reach out externally to sources such as teaching staff or online forums to seek help.
Gantt chart
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jordyn-ward-inb380 · 8 years ago
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Week 12
Summary - Presentation outline (10 minutes) - Writing playtesting materials (2 hours) - Game Design Document (6 hours 5 minutes)
Total: 8 hours 15 minutes
Presentation
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Playtesting Materials
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Game Design Document
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5.1.2 Screen descriptions
Main Menu The main menu is the first designed interaction with What the Blob that the players will experience. The first player will have control over the menu, having the option to select a level, view the controls or exit the game.
Level Selection The screen shows a grid of possible levels available to play, with images depicting an example of the level design. The first player can browse through each level by highlighting the respective images. When highlighted, a short looped video of blobs racing through the level will play to give the players a higher understanding of the level before committing.
Controls A diagram of the controller being used and what each button does during gameplay will be displayed for the players as a helpful guide as how to play the game - for old players who have forgotten, or new players looking to learn. The easy and intuitive control scheme will make this process even easier. This screen is also displayed during loading times.
Customise Character Just before beginning gameplay, players will have the opportunity to alter their avatar’s appearance to their liking, making a connection and having the ability to recognise who they control during the fast-paced gameplay. To reduce confusion of which character is which, multiple characters cannot have the same feature. Players can browse the aesthetic features one by one by using the analogue stick and press the lowest action button (A on Xbox or X on PlayStation) to confirm their appearance and let other players know they are ready.
Pause Menu This menu can only be accessed during gameplay. Only the player who activates it (with the respective menu button on their controller) can navigate the menu, halting the gameplay for every player. The player who activates the pause menu can choose to continue the gameplay from when last halted, restart the level from the beginning, review the controls or return to the main menu.
End of Level Menu This menu displays at the end of the level, after the winning player and placings have been revealed. The first player will have control of this menu, as was with the main menu, and has the choice of returning to the main menu or bypassing it to return to the level selection.
5.2.1 Functional requirements: Visual system overview
The menus within What the Blob will visually look similar to the overall aesthetic of the gameplay. Functional, but with hints of the blob’s personality and way of living will be portrayed. Behind the menu players can see hints of blobs rolling around to suggest levels to come.
5.2.2 Functional requirements: Menus
The menus will be structured in a way that makes them easy to navigate so players will have no frustration between moments of gameplay. The pause menu will display relevant information such as current scoring, player goals, player positions along with the required navigation (resume gameplay, restart level, controls, return to main menu).
5.2.3 Functional requirements: Control system 
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5.2.4 Functional requirements: HUD
The HUD is as minimal as possible to reduce player distraction from the main fast paced gameplay. Each player’s details are displayed in one corner of the screen.
The player’s inventory is shown as three square icons with the corresponding buttons displayed beneath to activate each container. When a player collects a pickup, it is displayed in the first of the three icons. Once the player has three pickups in their inventory and collects a fourth, they will drop their oldest pickup. The order of the pickups in the containers will change like the following chart:
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Other players or the first player can go back and pick up Pickup A again, which in turn would drop Pickup B.
Players are also able to see what their point score currently is as well as what their place is (1st, 2nd, 3rd or 4th). This visual representation of placement will increase competitiveness between players and allow alliances between losing players to form easier.
5.2.5 Game help system
A control guide is available in the main menu, the pause menu and during loading screens to help players. Levels are designed in a way to teach players basic mechanics early to allow new and old players to adjust before becoming more difficult. The game also relies on a feature of emotional contagion by designing for learning, as other players or potential, watching players can pick up and figure out how What the Blob is played through observation. The learning curve for CheckeredHeart Games’ What the Blob is deliberately designed to be gradual so over-the-shoulder and pick-up-and-play opportunities are taken.
6.1.1 General look and feel of world
What the Blob is a flat 2D world with colourful and simple graphics. Repeatable textures are used for the ground, while obstacles, hazards and pickups are strewn through the landscape. The world the players see is from the blob’s perspective, resulting in a cross between a realistic expectation (such as tunnels and stalagmites in the underground) and wacky, creative solutions to problems (using momentum, sticky hands, and jumps) within the environment.
Aesthetic inspiration for What the Blob’s world is taken from games such as Castle Crashers and Speed Runners.
6.1.2 Description of each main game area
Underground Arena The Underground arena primarily uses a darker and primarily purple palette to convince the players of their location while still invoking a sense of fun and strangeness. Tunnels weaving from side to side with crevices encourage movement and interaction with other players.
Sky Arena The Sky arena utilises more of a fantasy element with floating islands. Blues and greens are prevalent in this arena. If not for the flurry of racing for the winning title, the landscape would be calm and peaceful. Windmills, wind and sudden drops will be common in this level. 
Volcano Arena Primarily focused on battle over movement, the Volcano arena is primarily flat. This provides plenty of opportunities for players to exercise their skills as brawlers. Reds, oranges, yellows and browns will be heavy in this arena, along with an emphasis on lighting.
 Forest Arena Players can explore the tree canopy and forest floor with the Forest arena. Greens and browns are present as well as scurrying animals through other trees in the foreground to indicate players are not alone in this level. Animals, hungry for the nutritional value of blobs, are primary hazards players must avoid by quickly reacting to sudden appearances and grabs from animals.
7.1 Sound effects
blob jumping, hitting walls, landing on spikes Water gun being shot Tennis racket slicing through other blob Frying pan slamming into other blob Indiana Jones Hat, blob enlarging Sticky hand launching Sticky hand making contact
7.2 Music
Overall, music will be bouncy and high energy.
9.1 Target hardware
What the Blob is ideally played on a console with four players using a controller each. 
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jordyn-ward-inb380 · 8 years ago
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Week 11 Photos
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jordyn-ward-inb380 · 8 years ago
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Week 11
Summary - Team Meeting (1 hour) - PowerPoint outline (10 minutes) - Sketched level design (2 hours 20 minutes) - Work on game design document (4 hours 10 minutes) - Outlined Gantt Chart for game design document (30 minutes)
Total: 8 hours 10 minutes
Team meeting notes
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PowerPoint outline
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Level design sketch
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Ideas for level settings
Tree canopy - transitions from inside tree to outside, hopping across branches, to inside again. Interactive animals as culling mechanism and environment blobs can move on - animals as a moving platform.
Garden - water cans, petals/leaves moving from blob’s weight
Industrial/factory
Game design document, see full PDF here, worked on the following sections:
Executive Summary
What the Blob allows players to decide the fate of their controlled blobs in a fast paced multiplayer battle royale - glorious sacrifice, or humiliating defeat. The blobs must feed their creator, the Blob Mother, to ensure their civilisation’s continued existence. However, only the most swift and capable blob is an acceptable feast for the Mother. Players control blobs through a platform based level to race and fight for the honor. What the Blob offers players an experience full of exciting and fast-paced gameplay with friends.
1.1.4 Target Audience
Young adults who enjoy fast paced competitive couch-multiplayer games. Similar games to What the Blob include Super Meatboy, Castle Crashers and Super Smash Bros - people who enjoy these games are considered our core demographic.
1.1.7 Type of Play
Local multiplayer. What the Blob can have 1-4 players, utilising AI mechanics if needed.
2.1.2.1 Player Actions
The player interacts with their environment and other players by using their blob’s movement, momentum and pick ups (such as throwing a sticky hand forward and dragging their opponent back). This is all manipulated by a controller, using the top three buttons on the right (e.g. X, Y and B on an Xbox controller) to activate power ups, the remaining lower button on the right (e.g. A on an Xbox controller) to jump, left and right bumpers to control momentum (slow down or speed up, respectively) and the left analogue stick to control directional movement.
2.1.3 Game Flow
Quick decisions are crucial for players as they encounter various obstacles on the map. The sudden rise and fall of attitude as a result of these decisions can enact powerful emotional contagion within all players, fueling better reactions and more energy among competitors and impacting on the game’s flow.
2.1.4 Type of Play
What the Blob features multiple levels with different layouts, created with four players in mind and optimised for fast, momentum based racing and brawling. Pickups throughout the levels allow the players to interact with each other by slowing, attacking or defending. This brawling mechanic is infused with a typical racer by imbuing point values to actions such as knocking out another player or beating others to the finish line. The player who has the most points at the end of the competition takes the victory.
2.2.1 Physics
When blobs collide with the environment’s surfaces, they react in this way like jelly or slime would. Blobs only interact with other blobs through the use of pickups - for example, if one player overtakes another player by rolling past them, they will pass with no resistence, continuing forward with the same speed as before overtaking. If a player uses a pickup such as a sticky-hand to pull another player back and propel themselves forward, the sticky-hand will attach to the other player and move them backwards.
2.2.3 In-game objects
PICKUPS Ranged Water Gun - if there is a blob within _ distance of player, dissolves and melts blob, slowing their movement speed for 4 seconds. Sticky-hand - if there is a blob in front of and within _ distance of player, sticky hand swings out and switches player and other blob’s position. The sticky hand can also be used as a grapple to swing around the environment.
Melee Tennis Racket - temporarily deforms another blob into chunks, stunning for 2 seconds. Frying Pan - slams another blob flat, removing 1 point of health.
Wearables Indy Hat - turns players into a boulder sized blob, crashes through environment at faster speed while stunning other players in their way. UNDECIDED - invincible to attacks for 3 seconds.
2.2.5.1 Conflict
Players are launched into player versus player conflict, as up to a possible four blobs race and fight each other for victory. This is shown through the competitive nature of game, as players strive and climb to the top by actively pulling down other players through pick ups and racing, with alliances built and destroyed within minutes of gameplay.
2.2.5.2 Internal economy
Several currencies exist within What the Blob, tying into the mechanics of the game and determining how the gameplay determines the end result of each match.
An overarching success point system is used to determine which player wins at the end of each match. These success points are gained and lost through the gameplay of the match by the players actions in multiple ways.
+1 for knocking another player out of combat -1 for knocking self out of combat (e.g. landing on spikes) +3 for being the first to the finish line
Each player has 3 health points each. Maintaining these points allows the player to to keep their flow uninterrupted in gameplay. Other players and the environment can impact on these points and disrupt the player.
-3 for landing on an environmental hazard (e.g. spikes) -1 for a successful attack from another player with a pick up
3.1.1 Game premise and setting
Players battle to the death in What the Blob as a decision as to who will feed the Blob Mother must be decided. The blobs roll through a dangerous underground course created by their civilisation to weed out the weak and decide who is worthy as tribute for the Blob Mother. 
3.2.1.1 Backstory - The Blobs
Each of the four blobs represents a different clan, fighting not only for the honour to provide for the Mother Blob, but improve their clan’s way of life. Intense training has lead each of these blobs to the moment before entering the pit, but no blob truly knows what will await them beyond the edge.
3.2.1.2 Backstory - The Blob Mother
The Blob Mother hungers, always, for sustenance. It creates life, and so in return, must take it. The blob’s civilisation would be nothing without her as she is the platform it is built upon, and so, they rely on and revere her.
3.2.2.1 Personality - The Blobs
The players will typically only see one facet of the blob’s personality in gameplay, as they fight aggressively towards their goal of besting their cohort. However, the blobs are a diverse civilisation, and a small reflection of this may be present in some of their facial animations; surprise at being pulled from their position by another player’s sticky hand, horror when dropping into a spike pit or glee at rounding a corner with particularly good momentum.
3.2.2.2 Personality - The Blob Mother
3.2.3.2 Look - The Blob Mother
Grotesque in comparison to the rest of the blob civilisation, the Mother appears unstable in form and edges towards defining the term monstrous. Looking at this creature, it is not surprising to players that the Mother would readily consume their character, with sludge pouring from her mouth and an assortment of items protruding from her form.
3.2.4 Special abilities
The blobs can control their momentum and speed to travel through courses and jump across chasms. Other than this, they also have the ability to manipulate pick-ups to their advantage against over players within the race. 
4.1 Synopsis
Each level in What the Blob provides players with the opportunity to show off by experimenting with momentum and pick ups. Emotional contagion can amplify a player’s enjoyment and performance through their audience, so these opportunities are a must.
11.2 Gantt Chart outline for semester 2
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jordyn-ward-inb380 · 8 years ago
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Week 10
Summary - Team Meeting (1 hour) - PowerPoint (30 minutes) - Research and note taking on level design (3 hours 10 minutes) - Work on game design document (3 hours 35 minutes)
Total: 8 hours 15 minutes
Team Meeting
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Notes from: Kremers, Rudolf. Level Design, edited by Rudolf Kremers, CRC Press, 2009. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/qut/detail.action?docID=1636255.
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Game design document draft week 10 version can be viewed here.
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