lisaxgamedesign
lisaxgamedesign
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14 posts
Lisa Gottschalk - n11369591 - computer science
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lisaxgamedesign · 3 years ago
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Week 13: Keyper Postmortem
Hey there!
How has time gone by so quickly, please? I feel like it was only yesterday that I wrote my first blog post and started my semester abroad here in Australia. To say goodbye is bittersweet. On the one hand, I'm happy that I now have no more assignments and can start my month of travelling. On the other hand, I don't want to leave the people I've met here.
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Australia and especially the university here have shown me how different life abroad can be. I remember very clearly (as it was only yesterday :'D) how funny it was in the first moment that one of the assignments for this unit will be a Tumblr blog. Something like that would be unthinkable in Germany. Uni in Australia is much more fun and doesn't feel like work. This is where I found my love for my computer science again.
Although I had nothing in the direction of Game Design at uni before, I think I did well this semester. I was able to learn and try out a lot of things. Creativity was never my strength, but here I was able to see how much fun creative work can be.
I also learned that teamwork is also associated with conflict. However, this doesn't always have to affect the work. Talking and clarifying problems is one of the most important things. Just talk about what's bothering you and, in most cases, you can find a solution that helps everyone.
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In terms of our work, I am very happy. We did our final playtesting this week and incorporated some of the comments from the previous sessions. To list a few of them: There is now a key which can be collected by the players, checkpoints have been included and the attack has been changed.
Additionally, we received a lot of good feedback for the graphics of our game. According to Fullerton, the visuals of the game are a very important part of communicating with the player (Fullerton p. 449). I think a lot of the good feedback is because we put a lot of effort into choosing the tiles and make our own refinements. The graphics were a high priority for us. In Germany, we have a saying that goes "The eye eats with you", which means that if food looks good on the plate, it tastes good. Accordingly, our assumption was that a game that looks good is more fun to play.
Now we start the written part of the project and I hope we can finish it smoothly.
At the end of this last post, I would like to thank my team, but also the two lecturers of the unit. It was a really nice experience for me to be in this unit and I will always think back to it.
Maybe we will see each other again 😊
Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
alleksana.  (2020). Holz Laptop Schreiben Geschaft. Retrieved 29 October 2022, from https://www.pexels.com/de-de/foto/holz-laptop-schreiben-geschaft-4271925/
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lisaxgamedesign · 3 years ago
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Week 11: Keyper Playtesting
Hey there!
This week's post is about the first playtesting session in this week. Unfortunately, I managed to damage my laptop right at the beginning of the game design lecture. So, in the workshop afterwards, I had to take all the notes (remember: I'm the event logger) by hand. That's not as easy as I thought. A somewhat bumpy start, but we still have a few playtesting sessions ahead of us.
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The playtests went off without any particular problems. At the beginning of each test, the script was read out. Afterwards, in order to practise speaking freely and aloud, each participant had to explain how many windows his/her flat has. Even here, it was very interesting to observe how the participants proceeded to solve this task, but also how many windows they actually have in their flats.
Then we continued with the actual playtesting. Surprisingly, the demo screen was not always immediately recognised and the game was usually started straight away. So, we should probably mark it a bit more clearly so that the players can test the mechanics in advance. After that, we saw three very different gameplays. While one person paid a lot of attention to exploring, the other tried to get to the "goal" quickly.
In general, however, the same hurdles stood out in all three playtests. On the one hand, the moving platforms move too slowly. Secondly, one of the attacks is too small, so that it is hardly noticed by the player or even causes confusion. In addition, the colour coding of the mushrooms for shrinking and growing is not clear enough, so it was not always clear which mushroom does what.
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In the next playtestings we want to take up and change some of these points. You will read about our final decision in the next post. In addition, a few things such as story elements or the cages still need to be added. So stay tuned.
Since I don't really know how to bring the current Fullerton chapter into this post, I'll tell you a bit about university in Germany and one of my best group work experiences. In the unit Software Engineering, we had to develop software for a company as part of a group project. We used the Scrum model (as mentioned in Fullerton's Game Design Workshop on page 411). My group took this quite seriously and so we ended up doing Daily Scrums as well as our Weekly Scrums throughout the semester. Even at the weekend. It was an intense time, but we also had a lot of fun together, always knew about each other's current work status and could help each other. A very nice experience. So, I always think back to that time when I read about agile development and Scrum. I guess that most students find this way of working annoying at the beginning, but I can only speak from my own experience that it is very worth it.
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Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
cottonbro  (2021). People in a Meeting. Retrieved 16 October 2022, from https://www.pexels.com/photo/people-in-a-meeting-7437100/
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lisaxgamedesign · 3 years ago
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Week 10: Assignment 3 Development Progress
Hey there!
In the past few weeks, we have been working on the first part of our third assignment. This will be a group project in which we'll develop a game from the past prototypes in more detail. To do this, we first had to decide which game we wanted to implement. Since three out of four people would like to do a platformer game, the choice quickly fell on a platformer. It took a little longer to decide which game we choose. In the end we decided to use Emily's game (Keyper) as a basis and added the shrinking and growing mechanics from my game (Pla(n)tformer).
We've made some changes to Emily's gameplay to better implement it. Also, my mechanics had to be brought in. For this we each took the one page of Emily's game and wrote down our thoughts on it. Based on this we designed a new one page.
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We also had to find a name for our team. Since this is not always easy, I just googled for a random game studio name generator and yes, there really is such a generator. After sharing some of the results in our group chat, we decided on RealDream Interactive. While this isn't quite what Fullerton meant by brainstorming in his Conceptualization chapter (Fullerton 2018, p. 172), it still fulfilled the purpose and gave us something to laugh about. And somehow there was a kind of brainstorming, the generator has just taken over the creative part.
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With that done, it was time to implement the game. Xanstance and Justin have implemented a first level, a demo and a start and loading screen. I will add one more level in the next days. According to Fullerton, one of the most important components of a game is fun (Fullerton 2018, p. 349). I think that we have taken the criteria he addresses quite well into account. On the one hand, we built in a kind of story as the players have to rescue their bandit friends from cages. You can also collect coins, which are not needed to progress in the game, but provide a kind of ranking among the players and thus stimulate the fighting spirit. Through the shrinking and growing, different ways through the level can be found and explored. Players must test what exactly they need to do to ultimately learn how the mechanic works.
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In the coming week, we want to start with the first playtesting, whereby my role will be the event logger. I'm very excited how this will turn out.
Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
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lisaxgamedesign · 3 years ago
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Mid-Semester Break: External Play Testing
Hey there!
Today I took part in an external study for our last assignment and was a play tester for a PhD project. This was a very exciting experience as it was a VR study and I have never worn a VR headset before. That's why it was a bit difficult for me at the beginning to find out how the mechanics of the game work. But as the game progressed it got better and better and in the end, I was able to carry out all tasks almost automatically.
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However, this aspect got me. At first, I was very overwhelmed with the game as I was still trying to figure out how to use the hardware. That's why I also missed some instructions. But towards the end I really liked it and wished I could have continued playing. Unfortunately, there weren't many questions in the follow-up survey that explicitly asked for the opinion at the beginning of the game and at the end of the game. Mostly just the general opinion. That's a pity, because analysed in average, the clumsy beginning toned the fun at the end. Accordingly, I would like to include several questions in this direction for our third assignment.
Picture by:
Mikhail Nilov. (2021). Retrieved 27 September 2022, from https://www.pexels.com/de-de/[at]mikhail-nilov/
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lisaxgamedesign · 3 years ago
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Week 9: Postmortem
Hey there!
This is the last postmortem post about the small prototypes of this semester. As a next step, a larger project will be developed as a group, which, I think, will be very exciting. Teamwork is very important, especially in the working world, and I'm glad that we're already getting insights into it during our studies. Because I'm already studying in a master's degree in Germany, I've already had a bunch of team projects and they've all been very helpful.
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Regarding to this week's prototype, I had to learn that things don't always work out as planned. I had and still have lots of assignments this month, which is why I was unfortunately not able to make the game playable on a smartphone. That really annoyed me at first, because many of my play testers would have liked that. However, I was able to learn that you can't always stick to everything you planned do and that you somehow have to make the best of it. I mean besides that, I had a finished prototype that was playable. Just not on the smartphone.
For the following project, I’m excited to be able to use Fullerton's Game Design Workshop (Fullerton 2018) as a team. It is one thing to work your way through a book and apply the methods from it on your own. As a team, you have the chance to experience the perspectives of other people. As I have often experienced, this helps immensely in the design process. Brainstorming sessions on development and design ideas in particular can become very creative as a result.
See you then :D
Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
Picture by:
fauxels. (2019). Retrieved 20 September 2022, from https://www.pexels.com/[at]fauxels/
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lisaxgamedesign · 3 years ago
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Week 8: Development Post
Hey there!
New week. New luck. This time we developed a racing game. If you read my last blog post, you know that I built the game based on my weekend whale watching tour experience. Read the last blog entry for more information.
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My game is based on the basic structure of a racing game. However, you don't race with a car, you race with a whale. You have to maneuver it through the water and if it gets hit by boats, the game is over. It is also important that the whale has enough energy. To achieve this, the fish must be collected, because during the race the energy automatically decreases.
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As a first step I implemented the racing game. For this I first used the given graphics and exchanged them at the end. In the tutorial, traffic was used as kind of a point system. Whenever it disappears off the screen, points are scored. I took advantage of this and used it in the opposite way. Instead of scoring points, the whale loses energy. By hovering the whale over fish, players can recharge it.
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During play testing, I noticed that the number of energy points that the player loses over time was set too high. In a second round of play testing, this was set to 3 instead of 5. On the other hand, the positions at which the fish spawn were sometimes set too far down, which is why they were no longer accessible for the player. On the other hand, I also got the feedback that this triggered a kind of addiction in the player because he always wanted to improve himself. Also, there was again feedback that the graphics look very cute, that they thought being a whale was super cool and that was one of the reasons for playing the game.
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Before the play testing, this time I had a warm-up discussion as in Fullerton's Game Design Workshop (Fullerton 2018, p. 285). So, I found out that my play tester generally likes to play racing games (more precisely: Subway Surfers). But also, the interesting fact that he hardly ever buys games, but rather prefers the free to play variants. In general, the game should be more relaxing and distract from the stressful everyday university life. For this reason, games that can be played in bed, with a smartphone for example, are preferred. Unfortunately, I didn't have enough time this week to develop a mobile version. Testing this aspect would have been very interesting based on this information.
Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
Assets by:
KENNEY (2022). https://kenney.nl/assets
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lisaxgamedesign · 3 years ago
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Week 7: Elevator Pitch "Whale Migration"
Hey there!
For my new game, I did some real-life activities to gather inspiration as Fullerton suggested in his game design workshop (Fullerton 2018, p. 169). At the weekend, I was able to take part in a whale watching trip. This tour was accompanied by a guide who told us interesting facts about the whales. Did you know that whales regularly migrate back and forth between their feeding grounds and breeding grounds and typically covering distances of around 5000 kilometers? This trip was an amazing experience for me and I will probably remember it for a very long time.
That's why my new game is a whale migration. The player plays a whale this time. On the way to the breeding areas, the players should catch as much fish as possible, because the long way costs energy. It is also important that they avoid the boats that want to catch the whales.
Title:
Whale Migration
Racing game Elevator Pitch:
In the racing game Whale Migration, players will experience an underwater world from a whale's point of view. On their way to the breeding areas, they have to be careful because hunters are after them. But even the long way itself does not leave them without traces: as much fish as possible have to be eaten so that the whale arrives at its destination.
Genre:
Racing Game
Target Audience:
Depending on how they are structured, racing games appeal to different target groups. In the case of my whale-themed game, the game will appeal more to a younger audience or whale enthusiasts.
Image:
This time I prepared some inspirational images of my whale watching trip.
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Controls:
The whale is controlled by the arrows to the left and right.
Food can be picked up by hovering the whale over the food.
3 Unique Selling Points:
Cute graphics
Real-life based game
Whales must eat enough to survive the journey
Student contact info:
Lisa Gottschalk, n11369591, [email protected]
Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
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lisaxgamedesign · 3 years ago
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Week 7: Asteroids Postmortem
Hey there!
This is the postmortem post of my asteroids game.
This time my game development was fully under the concept of dramatic elements as in the chapter dramatic elements of Fullerton’s game design workshop (Fullerton 2018, p. 112). For this I relied on the concept of the so-called "Kindchenschema".
Looking back, on the one hand, this was a good decision. The very first reaction from several play testers was "Cute!", as soon as they opened the game. However, on the other hand, it was often mentioned that the graphics weren't quite as nice as in the first game. This means that it is of course possible to evoke emotions in the player through the graphics and this often depends on the first moment. Nevertheless, as long as there is a longer gameplay and not just testing a prototype, the graphics should also be nice to look at long-term. For a prototype that put more attention on gameplay than high-end triple A graphics, the feedback was more than okay.
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Some of the play testers told me that they would like to play on their smartphone again next time after playing the game on their smartphone by mistake. For this reason, I would like to make sure that the game can also be played on a smartphone without any problems next time.
I've also noticed that it's quite difficult to come up with inspiring ideas. Especially if you want to add 3 unique selling points every time you are developing a new game. So, over the next few days, I would like to follow Fullerton's tip and do several real-life activities to get inspiration for my next game (Fullerton 2018, p. 169).
In addition, this time I had decided not to waste too much time on useless things. I was also able to do this successfully.
Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
Assets by:
KENNEY (2022). https://kenney.nl/assets
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lisaxgamedesign · 3 years ago
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Week 6: Asteroids Development Post
Hey there!
In the past few weeks our project has been an Asteroids Game.
For those who don't know how the gameplay works:
You fly a spaceship with which you have to shoot down asteroids but at the same time dodge them because if you touch them, you will lose life. At some point, enemy spaceships will appear and try to shoot you down.
As already mentioned in my elevator pitch, I wanted to evoke emotions in the player with my design. For this I first exchanged the graphics. For example, exchanged the spaceship for a bunny, the asteroids for Easter eggs and the bullets for carrots. Instead of enemy spaceships, chicks attack the bunny and steal carrots from it.
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When replacing the graphics, however, the first problems appeared. Because the eggs are not placed manually in the scene, but spawn randomly, you cannot scale the size in advance. Resizing on or after spawn is a bit tricky as objects are first displayed a few milliseconds before being scaled. That's why I scaled all objects with an image editing tool in advance.
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Another problem arose with the implementation of the timer. As stated in the tutorial, the timers didn't work for me (or I missed the hint how they will work properly). In the end I solved it by starting all timers once at the beginning of the scene (which is obvious, maybe I really missed something in the tutorial). In addition, in contrast to my first game, I finally managed to integrate the dynamic display of the score. It was already present in the last game, but not functional.
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In the play testing session, I tried to use Fullerton's approach to testing the game's functionality. He recommends that the play testers should test the game without explaining to them how the game actually works (Fullerton 2018, p. 313).
In general, the play testers have done well and the functionality of the game seems to be good. Funnily, another problem arose. This group of play testers all received the game independently of each other via a messenger service on their smartphones. I wasn't aware that you can also play the game on a smartphone (slightly naive of me, I know) and therefore didn't write explicitly that they should test it on their computers.
In the end, everyone tested the game on their smartphone and complained that the carrots were empty too quickly. On the smartphone, you shoot automatically as soon as you touch the screen. To move the rabbit, you have to touch the screen. So, I have discovered a kind of dead end if I want to design this game for smartphones (Fullerton 2018, p. 320).
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Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
Assets by:
KENNEY (2022). https://kenney.nl/assets
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lisaxgamedesign · 3 years ago
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Week 5: Elevator Pitch 'Easteroids'
Hey there!
In my new game, I would like to try to evoke the emotions of the players as described in the dramatic elements chapter (Fullerton 2018, p. 112). Since an asteroid game is not necessarily suitable for this, I had to think a little more about how this could be implemented. In the end I decided to replace the graphics. Instead of using a spaceship environment, like in the original, I want to create an Easter world in my game.
Fun fact: My first idea wasn't actually the Easter world, but some kind of assignment theme in which you burn with a flamethrower your assignments (yes, I might be a little emotionally involved with last week's assignments). When looking for a name for the game I used an acronym generator and it returned me the acronym Easteroid. Because I like this pun, I ended up switching to my current idea.
Hopefully, the cute graphics in combination that the player controls a bunny that shoots Easter eggs with carrots, will allow me to be able to use the advantages of the "Kindchenschema" (baby schema or cuteness) to trigger emotions in the player. For a short explanation of the "Kindchenschema" you can visit *klick*. If you would rather read a study, I can recommend this one *klick* by Borgi et al.
We'll see if that will work.
Title:
Easteroids
Asteroids Elevator Pitch:
In the asteroids game Easteroids players will be kidnapped to a sweet Easter world, in which they find themselves as an Easter Bunny. Armed with a basket full of carrots, it's all about one thing: shoot as many Easter eggs as possible. But beware, Easter eggs are fragile and the chicks that hatch from them are after the carrots.
Genre:
Asteroids Game
Target Audience:
Asteroids also are suitable for all target groups. According to the graphics, the game may more address younger people.
Image:
As in the last elevator pitch, I have also prepared a sketch for this game.
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Controls:
The bunny is controlled with the mouse and it follows the mouse movements across the screen. Carrots can be fired using the left mouse button. To collect carrots, the bunny must be moved over the carrots.
3 Unique Selling Points:
Cute graphics
Limited bullets
Bullets can be stolen by enemies
Student contact info:
Lisa Gottschalk, n11369591, [email protected]
Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
Cuteness. (2022, May 10). In Wikipedia. https://en.wikipedia.org/wiki/Cuteness
Borgi, M., Cogliati-Dezza, I., Brelsford, V., Meints, K., & Cirulli, F. (2014). Baby schema in human and animal faces induces cuteness perception and gaze allocation in children. Frontiers in psychology, 5, 411.
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lisaxgamedesign · 3 years ago
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Week 5: Postmortem
Hey there!
This is the postmortem post of my platformer game. Looking back, I can say that the development of the game was fun and I’ve learned a lot. Most of my progress was in the context of level design. Often you can't implement ideas and concepts the way you imagined them. To counteract this, you have to test a lot more and see in advance whether things you are considering can actually be implemented.
In the next development process, I would also like to waste less time implementing things perfectly. One should always keep in mind that it is only a prototype and not a perfect game.
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During one of the play tests, I received feedback that my game concept was reminiscent of Alice in Wonderland. This was one of the things that made the game fun to play, because it evokes nostalgia in the player. For this reason, I would like to go into the dramatic elements a little more in the next game to hopefully create emotions in the player. Fullerton (2018, p. 112) mentions the importance of story in games in his chapter on dramatic elements. As a specific example, he presented the game The Last of Us (also one of my favourites). From my perspective, in this game the focus is less on the gameplay, but more on the story and the growing relationship with the characters, especially with Joel and Ellie. Unfortunately, arcade games do not give much opportunity to create emotions in the player through a story. For the next game, I have to think of another way to generate emotions.
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Another concept that Fullerton (2018, p. 278) presents is “Playtesting and Iterative Design”. It was a pity, that after the play testing session, I no longer had the opportunity to implement the tips of my play testers and carry out another play test on this basis. For my next game, I would like to start play testing as early as possible to iteratively improve my prototype.
Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
Assets by:
KENNEY (2022). https://kenney.nl/assets
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lisaxgamedesign · 3 years ago
Text
Week 4: Platformer Development Post
Hey there!
This week I worked on my first prototype in GDelvelop.
Like every time when you do something for the first time, this week was characterized by a lot of trial and error and watching tutorials. But I found out very quickly that GDelvelop is not rocket science and is quite simple to use.
According to Fullerton (2018, p. 216) a prototype should essentially contain the core mechanics of the game. For my platformer game, these were the implementation of shrinking and growing the character using plants and traversing through the level. So, after I managed to implement a simple concept of my prototype, I tried to do something more "complex". For example: moving or disappearing platforms, a health bar, different scenes for dying or finishing the game, a restart button, the score display and the design. Especially the moving platform (you can see the evil below) kept me struggling, but after the platform flew into infinity for the like the 1000th time, even this worked.
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This week, we also got to experience play testing for the first time. In Fullerton (2018, p. XXXII), play testing is one of the most important steps of game development. And he is right. I could make the experience while play testing my prototype during development. In the beginning I played every time the entire level and, even though my prototype is not really complex, I actually enjoyed it. It became easier and easier to traverse through the level. At some point, I was able to do all the movements automatically. However, in the end, I just put all the new elements directly in front of my character to test them without having to go through the whole level. This is a phenomenon called "flow". „When a person begins performing an activity, they usually have a low level of ability. […] As they continue on, their ability rises, however, and if the challenge level stays same, they will become bored.” Fullerton (2018, p.98) As soon as the automatism had developed, the fun was gone.
Feedback from my play testers was also helpful. On the one hand, I could discover that some elements were still too difficult and frustrated the player. Note to myself: Check if you can pass poisoning plants without superhero powers. But even the actual game idea, that the player can only reach certain areas if they have the right size, was a problem for players in places, as the plants disappear once you use them. If you shrink or grow to a new size too quickly, there is no way to change this back, and you are stuck (you can barely see it in the picture below: The player can't go back on the platform above, because the character is too small).
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Secondly, it was mentioned that the health bar should be displayed more precisely so that you can see how much health is left. So far, a health bar is displayed, but it should be visible in some form, how much life one could theoretically have (e.g., red background). Further, it was noted that it was not always clear where exactly to go.
Finally, I also got some positive feedback. In general, it was said that the game encourages you to keep playing until you've made it.
See you next week!
Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
Assets by:
KENNEY (2022). https://kenney.nl/assets
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lisaxgamedesign · 3 years ago
Text
Week 2: Elevator Pitch 'The Pla(n)tformer'
Hey there!
In our first project we will develop a platformer game. As mentioned in my About me post, I'm totally new to the game design area, so bear with me if things don't go smoothly.
By now, my biggest fear is that I develop something conceptually and then not be able to implement it. Coming from a computer science background, I know that at least at the level we're working on in this course, quite a lot should be possible. However, at the beginning I am not aware of all the limitations of GDevelop. But as described in Tracy Fullerton's (2018, p. 5) 'Game design workshop: a playcentric approach to creating innovative games', developing a game is like a living system that can change through the development cycle. So nothing is set in stone. Accordingly, there is always the possibility to change something. Although this statement was probably more in the sense of better playability and the player’s interests and not about difficulties in the implementation. But I am sure throughout the semester I will learn how to design games and how to handle the tools. As Fullerton (2018, p. 266) said 'Programmers should also be literate in the design process [so that they can create feasible designs and also so that they can communicate effectively with their technical team members]. '
Because of this, I wanted to keep my first project a bit simpler. The task was to find something that is unique from other platformers. Quite a difficult task considering the abundance of different platformers. We should follow Fullerton's (2018, p. 264) advice and not develop something that already exists dozens of times. I probably ended up right there and my idea isn't exactly innovative (I mean, it's still a platformer) but maybe have a look at my Elevator Pitch anyways:
Title:
The Pla(n)tformer
Platformer Elevator Pitch:
In the platformer game The Pla(n)tformer players will explore a world of different plants and must find out how they can benefit from their properties to be able to traverse across the level. Some plants will shrink them, some will make them grow, and others can hurt them. As the players traverse through the level, they must collect secrets and only if they found all the secrets the level will be completed.
Genre:
Platformer
Target Audience:
Platformers are suitable for all target groups. Accordingly, the game should address to both young and older players.
Image:
I provide you a simple sketch of the main idea of the game. As you can see, I am not an artist. Anyways, if the player wants to collect the secret, the player needs to shrink its character beforehand to pass the bottleneck area.
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Controls:
Standard controls with arrow left and arrow right to move left and right. The space key will be used to jump.
3 Unique Selling Points:
Changing the character’s size to travers through the level
Secrets can only be accessed if the character has a specific size
Plants have different attributes, if the players collide with them they will growth, shrink, get damage or health
Student contact info:
Lisa Gottschalk, n11369591, [email protected]
Sources:
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
0 notes
lisaxgamedesign · 3 years ago
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About me.
Hey there!
This post is a brief introduction about me.
My name is Lisa and I’m a final year master’s student. In my bachelor's degree, I’ve studied Cognitive Informatics, which is a mixture of computer science and psychology, biology, linguistics, but also topics such as AI, robotics, etc. So, I'm more or less completely new to game design.
I am currently doing a semester abroad in Australia. Here I wanted to take the opportunity to take courses that are not available at my home university and to think outside the box. This blog is part of the Fundamentals of Game Design unit and is intended to reflect my progress and thoughts on the course. Since I am new to this topic, my overall goal is to gain basic knowledge in this area.
Usually, I don't play games. But if you ask me about a game that got me, my answer would definitely be "Detroit: Become Human" (Quantic Dream, 2018). I haven’t played this game myself either, just watched a Let's Play of it. However, it fascinates me that game developers manage to affect people, even if they don’t play the game by themselves, and I’d like to learn how this magic works.
Sources:
Quantic Dream. (2018). Detroid: Become Human [Computer game]. https://www.quanticdream.com/en/detroit-become-human
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