Showing posts with label Week 11. Show all posts
Showing posts with label Week 11. Show all posts

Wednesday, 4 December 2019

Unity Free Tutorials

Unity Logo (Source).

This week I have found Unity tutorials on linking all my screens together, adding my end game screen and finishing up my game. I have come to the conclusion that I will not be adding any more assets or interactive assets to my game. I have also been working on trying to make a timer for my game and having it work. I have found 2D tutorials that have shown me how to include a timer and countdown in my game and after much struggle I hope that this time my game timer and countdown will work! I am very happy with all the assets I have added in my game however after getting feedback I have decided to try add a torch light to my game as I will not be including any enemies and want to make the game a little more difficult. So far, all the tutorials work great and I am having no problems finishing my game! I hope to try touch it up before week 12 so that it looks a little bit better!

Beta

I am now almost finished my game. I have a few bugs I want to fix and maybe add a few more improvements however I am very happy with how my game has progressed and what I have finished with. I am aware it is not the best game with a lot of detail however I think for a first game I did quite well.

As a recap, and a massive update from my initial plan from the start of the year, my game is a first player puzzle game. You have a light torch, a timer and collectable counter. As the timer ticks you must find your way around the four areas of the terrain and collect as many gems as you can. There are no enemies, only a countdown. 

Some new things I have included are the torch (as suggested from feedback! thank you!) and a fog around the area. 

I am quite happy with my game output and I hope that you all enjoy playing it. It has been difficult trying to make this game however I am very happy to be finished and am quite pleased with the outcome of the game even though it did not follow the initial plan fully. 

DeadSky by B00117691.

Sunday, 24 November 2019

Games Testing

As said in the article, "giving criticism - the good, the bad, and the ugly", we as humans are not the best at giving criticism. We tend to let our emotions speak before logic and we tend to say things we don't really mean such as "I like it!" when deep down you don't and this has an instant negative effect as it encourages someone when you don't believe the criticism you give rather than telling them how you really feel and helping them become better.

Constructive criticism can also keep feelings from being hurt by focusing on things that can be improved while avoiding personal attacks or insults. It is better to give constructive criticism to someone in order to help them become better and learn from their mistakes. However, make sure your constructive criticism is focused on valid and unbiased feedback. Valid feedback is tangible, credible, and well-founded. Unbiased feedback is free of individual opinion or personal tastes. Another important thing is to make sure your criticism is clear, understandable, and relevant.

Examples of good constructive criticism as mentioned in the article:

  • The balloon font used in the logo seems a bit too playful for your business, do you think a serif-font might be more professional?
  • 10% of the male population has red-green colour-blindness, you might want to ensure that your color scheme won't turn away potential customers.
  • There isn't much contrast between the background and text color, and the font size is a bit small, so the text is difficult to read.
Constructive Criticism! (Source).

The second article I read was from the book "challenges for game designers" by Brenda Brathwaite and Ian Schreiber. All games have target markets. Usually, that target comes with the license. At some point in your career, however, you may be asked to create a game targeted toward a specific market.

Challenge 1 - Gears for Girls.

Components Required: None.

Deliverable: 


  • A convincing discussion on the target market, including a list of game styles, features, mechanics, and so on that would be desirable—and why.
  • Feature list of the product.
  • Concept sketches or mock-up of the game’s HUD (heads-up display).
Suggested Process:
  1. Bring together a focus group.
  2. Identify design rules.
  3. Brainstorm concepts.
  4. Create deliverable.
Challenge 2 - Beyond DDR.

Components Required: A dance pad, or an internet connection.

Deliverable:


  • A game proposal using the DDR pad in an innovative way that targets a new audience. The proposal should include an overview, demographic breakdown, feature set and in- terface mockups, or
  • List of five potential markets along with a core and brief feature set for that market, or 
  • Informal presentation after completion.
Suggested Process: 
  1. Brainstorm actions.
  2. Determine the feature set.
  3. Create deliverable.
Challenge 3 - Targeting the Everyman.

Components Required: Internet connection, men's magazine, focus group (optional, but recommended).

Deliverable:


  • A formal pitch presentation to the powers that be at our fake Target. Select several in- dividuals to make up a mock review board, ideally not involved with another design team also working on the same challenge.
  • A concept document.
  • Informal discussion after completion.
Suggested Process:
  1. Break into groups of three to four people.
  2. Analyze your market.
  3. Do market research.
  4. Find a focus group.
  5. Brainstorm.
  6. Determine the feature set.
  7. Return to focus group (optional).
  8. Create deliverable.
Challenge 4 - Caribbean Targeted Tourism.

Components Required: Internet connection, magazines that target African Americans, focus group (optional, but recommended).

Deliverable:


  • A research analysis report that would be provided to a developer who could, in turn, use this research to develop the game or
  • A formal pitch presentation to the “representatives” of three selected countries. Each ambassador will be traveling with a person from the country’s economic development authority. For the sake of this challenge, select three to six individuals to make up the re- view board, ideally not involved with another design team also working on the same chal- lenge. These individuals need not be from these countries, but should at least read an overview on the country before the pitch. Their goal is to give you feedback on the design. 
  • A mock-up of the main gameplay screen and a list of at least five missions, if applicable, and a collection of concept art for the project.
Suggested Process:
  1. Break into groups of three to four people.
  2. Select three islands to target.
  3. Analyze your market.
  4. Do market research.
  5. Find a focus group.
  6. Brainstorm.
  7. Determine the core and feature set.
  8. Return to focus group (optional).
  9. Create deliverable.