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Post mortem assignment 3.
Overall I am ecstatic with what the team has produced and the quality of the work it is. This process was quite eye opening as it strengthened my understanding on how game development in teams actually works - compared to what just the written assignments had previously shown me.
Communication was the key in keeping on top of our assignment - and being able to progress as far as we did with such short time.
I enjoyed learning how to conduct a proper playtest session and I am sure this will be of value of me in the years of my degree to come - considering in the following two I will be creating a whole game in a team in which we will follow these same processes to ensure quality in the final product.
Group Contributions:
I believe we all contributed equally within the group.
I did alot of the asset work as well as the written parts of the assignment, Quillan and Lisa shared the G development and programming side and both helped with the remaining written aspect.
Both group members were a pleasure to work with, and suggested meeting up together early on multiple weeks to power out and get ideas for puzzles and assets and other mechanics we may have utilize and also to ensure the games success.
Each week we would try and have certain sections done - and help was easily granted to each other by each other. One persons weakness was another persons strength, so we luckily ended up being a very balanced team.
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Assignment 3 WIP
Playtesting Script:
Good Morning/Afternoon, Today you will be participating in a playtest for our groups name Mr Quack. In the following few minutes I will read out instructions on what to do from this script, as it is important that each person who plays tests is fed the exact same information in the exact same manner.
The play test should last approximately 10 minutes. You may take a break or leave the playtest at any given time. If you want to do this, please let me know.
Your job in being here today is to help us evaluate our game. This means you should not feel any pressure to not āmake mistakesā as it is impossible for you to do so. Any problems you encounter regarding the playability of the game including but not limited to: the puzzles, the controls and the visuals, you must tell us as it is important to provide information on how to improve further versions of the game.
When giving feedback, no sugar coating is required. The more frank and upfront you are about an opinion or problem you have with the game the better. It is better to know about said problems now, rather than from the player base layer over an issue that could have been easily avoided.
If you do run into problems within the game, I will not be able to help you in any way regarding these. This allows you as a player to try and solve said problems and allows myself as a game developer to see how I can rectify such issues, in a similar way to you.
During this evaluation, the most important thing for me to capture is what you are thinking about the game as you play, and solve the tasks presented to you.
Listen to the following instructions carefully:
As you play the game THINK OUT LOUD as you work
Any thought that comes to your mind as you say it
Consistently and constantly talk
Your inner dialogue such as āwow this is weirdā or āthatās a nice colourā or āthis reminds me of xā needs to be said aloud.
If you are silent for a period of time longer than 10 seconds, I will prompt you to speak again.
I am aware as to how much of an unusual task this will feel like. To help you warm up to the idea I am going to ask you to move around the room and touch the different surfaces, whilst saying outbound any thoughts that come to your mind. Yes- such thoughts as āthis is a dumb exerciseā needs to be said.
Before playing we ask you to fill out this form: https://docs.google.com/forms/d/e/1FAIpQLSd1OPOtQ_Zjl9eVuMxxOj87a5VatgsrOK7l1LGrzwxgY_ttCw/viewform?usp=sf_link
(Note to playtest conductor: You should aim throughout your playtesting to avoid leading the user or directing them in their experience of your game. Focus on encouraging the user to āthink aloudā. This can be difficult and it is a good idea have some possible prompts written down that you can refer to while you are conducting the playtest , such as, āwhat are you trying to do now?ā, āCan you tell me what you are thinking about?ā)
We will now begin the play test. Envision yourself at home having just downloaded this game. (point to icon on screen that launches game, or on device applicable such as mobile device) Please proceed to open and play the game, in the most natural way to you. Remember you must think aloud.
Allow the playtest to fall into a suit, once the person has finished moving onto rundown.
Note to playtest conductor:
Throughout the playtest avoid close ended questions or attempts to lead players in the intended way to experience the game. There should be all focus on encouraging the player to āthink aloudā, with open ended questions and limited to no directions.
Open ended questions may include but are not limited to:
What are you trying to do now?
What are you thinking?
How does this make you feel?
Why did you decide to do that?
(Once you have gotten all the useful data you can from the user without helping them, you can carefully ask questions and direct tasks to dig out more information, while trying not to lead the user into a particular solution. For example, if the user never discovered how to wield any new items they picked up, donāt say āPlease click the inventory button and change items.ā Instead, try āI see you have been using item X. Are there any other items you think you can use?ā or āDo you think you have any other items in your possession that you have not used?ā Give them the minimum amount of help, and then again switch to quietly watching and noting what the user does.)
Thank you for participating in the playtesting of the game āMr Quackā. Now that you have completed a run through of the provided levels, we want to know what you think of the game. If you would like to re-complete parts of the game now you are aware of the mechanics and how to play you may. If you would like to take a break before we continue you may. If you want to stop the play test here, please let me know.
We ask you to please fill out this form telling us the details of your experience: https://docs.google.com/forms/d/e/1FAIpQLScRFvdQdiCzRBbjBY-IryNQ_gY7pEcCJOsMaBSsCy0HsTUN9Q/viewform?usp=sf_link
Notes to conductor:
Next, you should continue with a deep playtest, if your user is willing. See other materials for a description of a deep playtest. In brief, now you want to see how fun the game is and how well its challenges are tuned. If you continue with the test, use the following script. From this point out, the exact wording is not as important, so you can paraphrase the following instead of reading it out word for word.)
First, Iāll tell you all the basics of how to play the game, and answer any questions you have. Donāt feel bad if you discover that you did not fully understand how to playāagain, that is our problem to solve, not your fault.
Iād like to tell you the mechanics and controls of the game now. if thereās anything you didnāt pick up on your initial playthrough let us know and weāll work on correcting it in the next build of the gameā¦.
(Give a rundown of how to play. Reveal what all the controls and interactable elements are. However, avoid giving tactical advice on how best to solve each problem or win each conflict.)
Now that weāve confirmed the basics, Iād like to ask you to play again. This time, you can ask me any questions you have and I will answer them. However, it would be good if you try to figure out challenges on your own before you ask. Also, as before, please constantly think out loud. Lastly, as before, please be completely frank and outspoken about any opinion or problem you have.
Now that you know the controls and mechanics Iād like you to run through the game again for a second time. This time if you have any questions feel free to ask and iāll happy to answer them for you
(Continue with a deep test for as long as you and the user would like. You can have them go through the start of the game again, start at a later point in the game, or jump them from one point to another. When done, ask the user to fill out a written survey. See other materials for this survey.)
Thank you very much for your help with this test. Your input will help make this a better game!
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Reoccurring findings in Playtesting:
there were several reoccuring problems that happened during playtesting; here is a breif summary.
1. cigarette visibility
2. controls not being the expected WASD and instead being the up, down, left, and right buttons
3. not understanding how to 'caw' therefore being unable to solve the puzzle
To rectify this the following changes were made:
1. cigarette had added smoke to it to enable a clearer + larger symbol of it to be seen by the player
2. since all players immediately went to WASD - the controls were then changed to suit. the Caw button was also changed to the Space button instead of the C.
3. Instructions on what button does what was moved to the top of the screen - visible for players to see throughout the game, this way if they forgot or got confused they had a reference to look to.
We also added in a fun opening title scene to add context as to why the duck is stealing bread:
His finger wags and the flames move to show that he is the villain. ^
Overall the progress of the prototype is quite satisfying to watch, and I am happy with how much we have progressed so far. It has also made me realize how much of a slow process being meticulous can be - especially if we want this prototype to be of quality.
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Assignment 3
for this assignment we are required to form groups of 3-4 people who wish to work on a single game project based on one of the games we have already created.
I enjoyed the concept of the stick bugged game the most so i brought along that game to present to the group - also because i based my second assignment on this game, so i already had presentation material for it.
After a few people had presented their games I joined a group and we decided to do a mish mash of two of our games - the first and main game being Quillans Duck Game - where you steal objects of unsuspecting bystanders. I thought it was so cute and quirky to look at and really enjoyed its different mechanics such as the 'caw' to scare NPC's. We mish mashed this with the aspect of getting powers from other animals such as in my game, to get power ups of sorts to progress through the level.
The first week of work was spent deciding on and refining our concept for this assignment, as well as a basic level design and how the puzzle and different mechanics can be utilized to create a challenging but also fun adventure for the player to embark on in the game.
Roles wise - each role was shared around to some degree but there was always something that everyone had main influence over. For instance because I wasnt good at Gdevelop and Coding I volunteered to take on doing most of the artwork for assets and the backgrounds - which both Lisa and Quillan were happy to do. Quillan also did some of the assets - but he and Lisa mainly worked on the coding side of the game. to make sure we also did even work I also made sure i volunteered to do a chunk of the written aspects such as parts of the script and the final documentation.
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Race Game Development
from the beginning I know this wasn't going to be as hard as the other since I had now had practice. I struggled the most with implementing the mechanic that speeds up and slows down the player as I cant get it work properly without it bugging out some times.
Ignoring this I've worked on the visual effects of how it is supposed to look - focusing more on this to hope it will cover up for until i figure out how to debug it. as an added touch as the player runs the race I have added different NPC's that stand on the side line that show up every hurdle or two that serve different purposes; ie an ambulance and its officers, drink stand with cups of water, camera crew, and supporters for each nation competing. Each runner also has their own unique identifiable traits, with extra detail put into the bibs.
previously I stated how i wanted a start/opening scene so i made one which contains an empty podium with medals on a rack to symbolize it as a race. Another note is that in this game I went the step further and added sound effects of grunting every time a player presses the jump button, and some fun background music too. I am quite impressed with my abilities in figuring out how to create this.
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Race game pitch
Title: 100m Hurdles
Pitch: It is 2024 and you are running the 100m hurdles against other runners from all over the globe. Representing the small and almost unheard of until today country 'Amooshland'. Players run in a straight '100m' jumping over hurdles (doesnt matter whose) avoiding puddles and trying to land on booster spots. If a player hits a hurdle they lose (don't press the jump button in time and crash into a hurdle), if they run into a puddle they are slow down for 2 seconds and if they hit a booster spot - they speed up for 2 seconds.
Player Controls:
space = Jump
WASD = Movement
Unique Selling Points:
1. jumping mechanic to get over hurdles
2. randomised parts of course that speed up or slow you down
3. different characters to race against
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Asteroid game Postmortem
I liked this concept and creation of this game significantly more then I thought I would and am quite pleased with how far along the prototype came along.
This time around I made sure to utilize the Iterative design approach, and made sure I was playtesting the game every time I added in a new feature/mechanic (where viable) to ensure these mechanics were what I wanted for in the game. It didn't end up being as polished and smooth as I would've hoped and although I did struggle I managed to pull through with a game that I enjoy.
I also put aside time to make the graphics good and aesthetically pleasing compared to the last game which ended up being a mish-mash of whatever worked for assets.
In the next prototype I endeavor to make a beginning and end scene - as I feel that will give the prototype a more completed game feel compared to just jumping straight into the game.
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Above is the asset used for the cookies or picnic food the ants are trying to steal. Each cookie and crumb disappears one at a time until there are no more and the player has lost. essentially this means the player as 9 lives. The development of this game is just as challenging as the previous, maybe a little easier from previous practice but I am still struggling to understand how it works and what coding makes what do what.
bellow is the current standard enemy, which doesn't quite look like an ant but is definitely identifiable as a bug. So far I can get the ants to move across the screen appropriately but I am struggling with making the bigger enemies to be hit more then once before dying - like the standard ant.
Dependent on how this goes I may consider adding in a title screen that has a start button - or instructions on how to play rather then letting the player find out for themselves.
As it currently stands nothing happens if the player touches the ant but this may be subject to change because it may be too easy otherwise.
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Asteroids elevator pitch
Title: Ant Troubles
Pitch: You are out on a picnic with your friends when all of a sudden you get invaded by ants trying to steal your food! Luckily you had a sneaking suspicion something like this may happen so you brought along your trusty bug spray to get rid of and kill them. the aim of the game is to spray (shoot) buy spray at the ants as they come onto screen and try and take pieces of the picnic food you have set out and prepared. There are 3 waves of bugs and once you have survived all three you have passed the level. As you continue through the game different levels of ants that need to be sprayed a different amount of times to be killed will appear.
Player controls:
mouse = movement
space = boost
right click = spray (shoot)
Unique Selling points:
1. kill bugs with a powered up spray.
2. power up that momentarily enlargens the spray kill zone.
3. cute cottagecore-esk visuals and assests.
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Platformer Postmortem
I have found the development of this game harder then i believe it should have been. i cant seem to wrap my head around even the most basics of coding, so even though it should have been easy i struggled significantly more then I should have. I was however able to produce a working prototype to playtest and sample to others for feedback.
If i were to redo this prototype I would put more effort into the visual aspects of this game, as i spent so much time on the coding, the visual appeal was very lackluster. I would also aim to create more interaction between the players character and other NPC's within the game. The proptype only had one other good NPC that could be interacted with for instructions, but next time I would try and spread these instructions out through the level using other NPC's so it enables the player to discover how the game works more gradually - which would also make the mechanics easier to remember.
for the next prototype i will also put more importance on iterative design, therefore when I do playtest, I wont have heaps to work on in big blocks - it will just be small things to fix and implement each time.
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GDevelop Experimentation
Over and Including weeks 3,4,5 my tutor has given us the task of creating, editing and playtesting the pitches we created in week 2.Ā I went forward with the Stick Bug game idea, as it is something I though I would genuinely enjoy creating.Ā
As an early prototype of the game there were no visual effects or edits made to the poppits used in creating the game.
I got a few of my friends to do some play testing recently, where they would give feedback on the basic level I had constructed. the general feedback, is that it is lacking in creativity of how the level is built - ie it wasnt interesting enough to just explore around without any major obstacles such as enemies like the goombas in Super Mario or like the aqua sifters in Ori and the Will of the Wisps.Ā
With this in mind I went and tried adding in smaller creatures that will act asĀ āevilā bugs that want to steal the stick bugs food or something. creating a challenge that stimulates the persons mind as the play, creating a more enjoyable play experience.Ā
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Platformer ElevatorĀ Pitch
Title: Stick Bug
What is it?
Stick Bug is a 2d platformer game that encourages players to explore further into each level then what they can see on the surface. The main Character (A Stick Bug) has been blown away from his home at the top of his tree, he must make it back up the top for dinner. Along the way you must collect goods and other bugs to bring back to dinner with you.Ā
Selling points:Ā
Vibrant color scheme and unique art-style for fun viewingĀ
Friends collected give Stick Bug power ups to help explore levels further
strong storyline with minimal dialouge and niche pop-culture references, such as the stick-bug meme
Target demographic:Ā
teens to early 20ā²s involved in the cottage core community, as well as people who enjoy exploration games with fun visuals that are more about the journey then the final outcome.Ā
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Introduction
Hi, my name is Peyton and this is my blog for the IGB220 Subject at QUT. I am studying a bachelor of interactive environments and game design majoring in animation, because it is my dream to become an animator, whether its for games or television or movies, I wanna do it. I decided that the bachelor of games was a suitable option for me instead of just a straight bachelor of animation because I also have an interest in gaming through narrative games. A game that has had a huge impact on my career choices would beĀ āThe Last of Usā By Naughty Dog. The visual aspects of the game are just so beautiful and well curated, and really helps aid and sell the games mechanics in game play, the story and its believability as well as just how fun it is to play. In the future I hope to use the skills I have learnt at QUT to create media such as this for others to enjoy, just as much as I do.Ā
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