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Assessment 3 summary
in this assessment3, i was mainly in charge of documentation. through the process of having 5 ppl play the prototype and compiling their feedback into a document, i realized how significant playtesting is in game dev. during the development process, we thought that the game was not really fun, but when we actually had players play it, we got completely different reactions. since we got feedback, the feedback gave us a clear idea of what we should improve in the next. overall, i learnt that the key point to success in the future regarding game dev is to conduct playtest constantly abd document the results asap.
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Assessment 3 playtesting blog
During development, our team conducted a playtest with the first working version of Bit Crash. This session gave us a good first read on how the core gameplay loop felt and how responsive the controls were.
Initial feedback was very clear: players felt the difficulty was just right. Most pointed to the frequent appearance of data fragments and the slow rate of XP gain. That was not surprising. This is because, until now, the focus has been on building features rather than fine-tuning the balance. And indeed, casual players said that by virtue of not having played the game on a PC, they were unable to control it with a keyboard. There were some problems, but these were not important, so we ignored them.
Luckily, the basic mechanics were already built in with. This made it quick and painless to fine-tune the values on the fly, and really streamlined the iterative loop for responding to feedback.
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Assessment 3 Progression 1
As the deadline for submitting Assessment 2 approached, we started to think about the group structure for the next task, Assessment 3. As I had missed the previous workshop, I decided to recruit team members via the Discord. Fortunately, I met a student who was also looking for a group and we were able to start team activities.
At the first team meeting in discord, a lively discussion took place on which game to adopt, based on a one-page and one-sheet design document brought by each team member. After considering various options, the team decided on "Bit Crash" proposed by Roman. In Part A, each member was assigned a different role and I was given the role of leading the documentation.
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Racing Game Post-Mortem
Five people test our prototype.
same as before
Game beginners
PC game experienced players
Main Feedback:
Coin collection is fun. most of players say collecting coins for score was fun.
Hard mode not hard enough. Many players think Hard mode is too easy and want more challenge.
Controls not explained. Control instructions not shown on screen, so beginners was confused.
However, everyone agree that "the game concept is good" and suggest that better UI would make game more enjoyable.
Improvement plans:
Change where enemy cars appear so they not suddenly come in front of player
Add effects for coins (sounds or lights when collected)
Make UI better
Limit where player can go (use wall-like things to stop going off-screen)
Current explanation is not enough for beginners, but I feel that with proper adjustments, this has high potential to become racing game that many people can enjoy.
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Racing Game Development - Initial Prototype
The game was developed based on the Racer Tutorial distributed at IGB 120, with its own extensions. The following new elements were added as mechanics
For mechanics, I create elements such as:
Regular Asteroids deal 1 damage. HP is 1, so once the car collides with an enemy car, the player will get a game over.
i also implemented three.
Easy: enemy cars move slowly and appear infrequently Normal: standard setting Hard: enemy vehicles move faster
Development challenges: the car and backgrouong needed to be adjusted to overlap properly. in addition, in the score UI, variables had to be converted to strings and displayed as "Score: XX’"
Improvement for next time:
Add visual and acoustic effects when collecting coins
Create a better UI, including on-screen control instructions Implement screen boundaries to prevent players from going off-screen
implement boundaries to be sure that players go out from the screen
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Racing Game Elevator Pitch
Game Title: Highway Racing
Pitch: Highway Racing is a top view racing game that combines speed sensation and score attack. Players drive through highways with heavy traffic, collecting coins for score while avoiding enemy cars. With 3 difficulty levels (Easy, Normal, Hard), players from beginners to advanced can enjoy challenges according to their play style. Use lane change timing, speed control and avoidance skills to aim for high score!
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Asteroids Postmortem
Five people test our prototype.
14 years old gamer (brother)
20 years old friends who don't play games much
Main Feedback:
Too difficult. Only 2 people say they enjoyed it.
Controls are complicated. Beginners quickly forget key operations.
Poor player visibility. Many people say they can't understand their ship or game objective clearly.
boring enemies. everyone saiad it is boring with all the same enemies
However, everyone answer that "shooting itself is fun" and suggest that more bullet variations would make game more interesting.
Improvement plans:
Improve screen display and UI to make player objectives more clear
Adjust enemy spawn positions to prevent unfair instant deaths
Introduce tutorial to reduce learning difficulty
Add bullet enhancements (penetration, rapid fire, wide range, etc.)
Implement restrictions so player cannot leave screen
Current difficulty is too high for beginners, but I feel that with proper adjustments, this has high potential to become arcade shooting game that many people can enjoy.
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Asteroids Development – Initial Prototype
in the development of "My Asteroid," The spaceship was made triangular as a tribute to the original "Asteroids,". For mechanics, I create elements such as:
Appear from the screen every few seconds and charge toward the player.
Regular Asteroids deal 1 damage. HP is normally 10.
i also implemented two modes, hard mode and normal easy mode
Development challenges:
Asteroids sometimes appear directly on top of the player causing instant death or take damage Lag in bullet sound at game start Nevertheless, we successfully implemented main features including the point system, grouping, and life management.
Improvements for next time:
create new sprite to improve UI and PX
create multiple levels with increasing difficulty
Introduce tutorial at beginning to explain controls and objectives.
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Asteroids Elevator Pitch
Asteroids Elevator Pitch
Game Title: My Asteroid
Pitch: "My Asteroid" is a 2D shooting game based on the classic arcade game "Asteroids". Players control a triangle spaceship and avoid or destroy space threats such as asteroids, comets that rush at high speed, and black holes that approach slowly. The controls is simple with retro-style visual. Players aim for target score of 100000 points, and the game provide an experience that combine nostalgia with freshness.
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Platformer Development - Initial Prototype
This game is very basic platformer game inspired by "Super Mario Bros." The difference is that main character is alien instead of plumber.
Implemented features:
Side-scrolling movement: Player can move left and right and jump.
Gravity and platforms: Physics applied so player can jump on platforms.
Simple enemy interactions: Player can avoid enemies by jumping.
Power-ups from items: Player can power up by items hidden in blocks.
I create character movement, gravity, and collision detection. At this point, multiple stages is not implemented yet.
Platformer Reflection (Postmortem)
This is my first game work, and the purpose was to learn basic operations and functions of GDevelop. Because it was based on Mario, I could make it without complex design, but I notice that even simple games can give different impression depending on design.
Good points:
I could make good feeling of basic jumping and movement controls.
Having alien as character give little bit of originality.
I learned how to use GDevelop's "behavior settings," "collision detection," and "scene management."
Points needing improvement:
Gameplay is very short and lacks variety.
No challenge or rewards, so not much satisfaction from playing.
Goals and story are not clear, just a "run and jump" experience.
No tutorial, so some players couldn't understand how to control.
Improvements for next time:
Add coin and item collection elements.
Implement various obstacles like enemies and traps.
Create multiple levels with increasing difficulty.
Introduce tutorial at beginning to explain controls and objectives.
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Elavator pitch
elevator pitch
Super Alien Brothers is a fun and unique game with the theme of "Alien x Super Mario-style platformer". Players become cute alien characters and explore strange and comical planets and space-themed stages. Collect items by jumping and avoiding enemies and aim for the goal. Simple and attractive gameplay that anyone can enjoy easily.
Game Controls Diagram
Movement: Arrow keys
Jump: Spacebar
Selling Points
comical / tension / simple
Student Contact Info:
Email Address: [email protected]
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My name
I am Yusei nakajima
My major is
Bachelor of Games and Interactive Environments (Game Design Major)
My Favourite Game & Why You Like It!
Favourite Game: The Legend of Zelda: Breath of the Wild
this is because this game captivates with its boundless freedom and emotional depth. It drops you into a vast, open world devoid of hand-holding, encouraging exploration where every distant mountain is scalable.
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