Monday, November 26, 2007
Week #12
- linearts & color
Meeting:
- In lab, working on lineart
For next week:
- refined intro page
- finish last lineart background
Work from this week:
http://www.sfu.ca/~gyc/jungle.jpg
Tuesday, November 20, 2007
Presentation Critiques #3
Team Aquila
- a map-out of how the prototype should run would’ve been useful because it helps to layout the procedures in a systematic way
- quantitative measures to be compared?
- set up is lacking
Legend of Chopstick Chung
- similar to Warioware
- good use of instructions and questionnaire – allows for qualitative/quantitative evaluations
- good documentation of results
- by having a clear outline, it’s easier to find out what changes need to be made
Repelling Game
- change of game concept
- not a paper prototype – act out concept through props
- one note-taker, one referee, refining process on the fly
- the recording allows for a good visual presentation to the class of how the game concept works
- good observations noted, which are separated into sections
Dynasty
- educational role playing game
- questionnaire a good approach, but questions were a bit vague, unrelated to specific parts of game
- graphic images of paper prototype would be nice to see, with users in it
Monday, November 19, 2007
Week 11
- splash page
- started linearts
Meeting:
- In lab, working on splash page and lineart
For next week:
- lineart for levels
http://www.sfu.ca/~gyc/intro1.jpg
http://www.sfu.ca/~gyc/intro2.png
The intro pages will have to be fixed for finals, as I am still not happy with the results.
Monday, November 12, 2007
Week 10
Presentation #2 Critique
3rd Cloud
- derives from Earthbound
- RPG Maker
- users: 17-23, RPG gamers
- wearing a weapon to use it – not intuitive (expected auto-equip)
- two things to interact with (chest & father) – can’t tell from the demo
- get users to fill in the story – what do they expect the father to say?
- grass patch – non-explore-able before, doable now
- left a lot of holes to be filled
- more activity
- a tutorial may have been useful
- Chrono Trigger style fighting
- more programming necessary to show more actions
Drive-Thru Tycoon
- managing the drive through, cost of cooking appliances, produce fast food, direct staff
- goal: reach a certain amt of profit at the end of the day
- noted observing equipments: camera, mic,
- 3 sets of tests
- using real time
- subjects: 20-23 students
- intro sheet to explain game rules, and scenarios to get through to test and rank difficulty and learning curve of game
- divided into +ve(lacking what’s so positive about the game, no explanation) and –ve feedback
- time limit for each action can be implemented
Circular Strife
- setup: player’s vehicle, cardboard structures, attachable bombs, bomb pickup spots
- the rules – set by team
- testing roles – list of what to do prior to testing
- 3 testers, NME majors
- 4 sessions – 3 standard runs, 4th is a time trial to see how fast each player destroy the structure
- adding of brake, simple solution
- Torque3D as engine of choice
- presentation format… hard to see, distracting to the contents on page
- too many positives, didn’t try to look objectively
- more information necessary for observations
Zodiac War
- fighting game, similar to Street Fighter
Crack Quest
- digi prototype
Monday, November 5, 2007
Sunday, October 28, 2007
Week 8
- exploration of different UI
- layout of UI
Meeting:
- During Tuesday Lab Time
For next week:
- Gain general feedback of UI
- Artwork of UI
- Typography of use in UI
Tuesday, October 23, 2007
Presentation #1 Critique
- refreshing new look on a commonly used strategic gameplay
- co-discovery is not useful for strategic games - unless the play is tag-team
- as an educational game, it has achieved its goal since not many people know of antlion. I've never even heard of antlion before this
- good job narrowing the topic, good choice of problem space to make it manageable
- What is Fins of Fury about? It wasn't mentioned in the presentation slides...
- established good motivation in game
- lacking a reason for the game, what is the purpose behind it?
- 4 level board game testing is a really interesting idea
- all playtesting users are moderate gamers - it would've been nice to see the game play tested on a more variety of different gamers such as beginners
- paper prototype has its limitations - some game concepts are hard to test such as actions... my team can attest to that
- the team is right to point out that computer/player interaction can't be simulated
- list of what to test for - good objectives laid out there, and also the team will be able to go back and compare what the results are and what they had hoped to achieve
- balance of character types - a great thing to take into consideration, and gives more depth to the game during playtesting sessions
- good choice of users by varying the different level of experience
- the photo posted of the game board is a little hard to see and could've used a bit of photo editing
Monday, October 22, 2007
Week 7
- sketch up conceptual backgrounds
Meeting:
- No face to face meeting this week
For next week:
- work on GUI of gameplay
Links to Conceptual Background:
http://www.sfu.ca/~gyc/concept_bkgd/
Sunday, October 14, 2007
Week 6
- explore tutorials for pixel art
Meeting:
I met up with my team on Friday for the playtesting session. Our playtesting session was from 2-3pm in the playtesting room.
For next week:
- working on conceptual art for game background
- further exploration and experimentation with pixel art
Monday, September 17, 2007
Game Concept - Iron Chef
Over the past few days, I've been working on a game concept to present to my advanced game design class.
I used to be a big fan of the Iron Chef show that airs on the FoodNetwork, and would not hesitate to sit in front of the TV waiting for the show to come on. There were lots of good memories on the chef battles. There would be the sudden burst of fire from the kitchen, or the scampering of kitchen staffs, or the innovative uses of ingredients I have never thought would be possible. Recalling those times, I realized that Iron Chef could potentially be made into a game.
There have already been shows and movies which have turned into games such as the Harry Potter series or Lord of the Rings. Creating a game for Iron Chef wouldn't be any different except for the fact that it belongs in a different genre than the fantasy settings.
Therefore, I've documented how the Iron Chef game could become a reality in the following link, in powerpoint format.
Iron Chef Game Concept