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