Monday, November 26, 2007

Week #12

What I have done for this week:
- 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

What I have done for this week:
- 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

What I have done for this week:
- splash page (not successful, have to retry)

Meeting:
- In lab, working on splash page

For next week:
- lineart
- completion of splash page

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
Stick Ninja
  • 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

Week 9

What I have done for this week:
- layout of UI
- mock up of UI

Meeting:
- No face to face meeting this week

For next week:
- Artwork of UI
- Game Logo


Work done last week:
Game Menu

Game Play