Daily Archives: March 7, 2018

5SD064-How has playtesting affected my development?

This is the fifth blog I am writing for Game development course, the FINAL is coming in next week and that means we are soon going to end our first shoot’em up-game making. I wish the winter could also end soon, the spring seems never come, or does it even exist? There is nothing you can change about it, but there are still many things in life we can make change of it, like the games we are making. How […]

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Program: Game Design

5SD064-How has playtesting affected my development?

This is the fifth blog I am writing for Game development course, the FINAL is coming in next week and that means we are soon going to end our first shoot’em up-game making. I wish the winter could also end soon, the spring seems never come, or does it even exist? There is nothing you can change about it, but there are still many things in life we can make change of it, like the games we are making. How […]

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Program: Game Design

Entry #5: The Beauty of External Inputs

What´s good, my people. We have at this point all done our share of play-testing and had our games play-tested by others. I love these opportunities to get a look at other groups’ development strategies and ways of thinking/planning. It gives a unique and nuanced perspective on both design and production. There is truly a million ways to make a game. One of the most important thing to figure out is if your game fulfills your overarching aesthetic goal (heavy machinery […]

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Program: Graphics

Entry #5: The Beauty of External Inputs

What´s good, my people. We have at this point all done our share of play-testing and had our games play-tested by others. I love these opportunities to get a look at other groups’ development strategies and ways of thinking/planning. It gives a unique and nuanced perspective on both design and production. There is truly a million ways to make a game. One of the most important thing to figure out is if your game fulfills your overarching aesthetic goal (heavy machinery […]

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Program: Graphics

Project Earth-Shatter

I have always feared what losing/breaking hands and fingers would mean for me as a gamer. It´s hard to imagine.

Project Earth-Shatter is recruiting
We want to make a game with a physiologically inclusive alternative controller that can be played completely without hands or arms.
We are looking for Two Calculated Coders and One Devilishly Handsome Designer.
At the moment, we are three Artists and a competent captain at the helms as Project Manager.
Many are without groups still. If you know someone who needs […]

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Program: Graphics

Project Earth-Shatter

I have always feared what losing/breaking hands and fingers would mean for me as a gamer. It´s hard to imagine.

Project Earth-Shatter is recruiting
We want to make a game with a physiologically inclusive alternative controller that can be played completely without hands or arms.
We are looking for Two Calculated Coders and One Devilishly Handsome Designer.
At the moment, we are three Artists and a competent captain at the helms as Project Manager.
Many are without groups still. If you know someone who needs […]

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Program: Graphics

Playtesting

First playtest :
The first playtest for the alpha was an important milestone for our group as we had been putting on hold design choises and art syle choice until we would get proper feedback.
When it comes to the art style, we have found that most people enjoyed the black, white and grey palette and found the idea of playing on the pages of a book interesting and that it set our game apart from the other umibozu groups.
From the point […]

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Program: Graphics

Playtesting

First playtest :
The first playtest for the alpha was an important milestone for our group as we had been putting on hold design choises and art syle choice until we would get proper feedback.
When it comes to the art style, we have found that most people enjoyed the black, white and grey palette and found the idea of playing on the pages of a book interesting and that it set our game apart from the other umibozu groups.
From the point […]

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Program: Graphics

Sprint 7 – Playtesting

So far in the course we have had two ”major” playtestings. The first one behing ahead of the Alpha deadline and the second one being ahead of the Beta deadline.
Playtesting 1:
The first playtesting went quite well I must say. Most playtesters liked what we had so far and we actually had a playable game at that point with many of our assets already implemented. For the Alpha, we didnt focus on music or sound what so ever, so for the […]

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Program: Game Design

Sprint 7 – Playtesting

So far in the course we have had two ”major” playtestings. The first one behing ahead of the Alpha deadline and the second one being ahead of the Beta deadline.
Playtesting 1:
The first playtesting went quite well I must say. Most playtesters liked what we had so far and we actually had a playable game at that point with many of our assets already implemented. For the Alpha, we didnt focus on music or sound what so ever, so for the […]

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Program: Game Design

Design Blog – 5

Playtesting
First Playtest
Our first playtest went I guess kind of well. Something that we noticed was that testers did not use the ‘heavy’ shot. The heavy shot or the laser needs to be loaded up for four seconds before it fires. Testers found it confusing and did not see (nor hear because we did not have any sound effects at the time) when the cannon was charging up the laser. This was the main issue from the playtest. This is something […]

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Program: Game Design

Design Blog – 5

Playtesting
First Playtest
Our first playtest went I guess kind of well. Something that we noticed was that testers did not use the ‘heavy’ shot. The heavy shot or the laser needs to be loaded up for four seconds before it fires. Testers found it confusing and did not see (nor hear because we did not have any sound effects at the time) when the cannon was charging up the laser. This was the main issue from the playtest. This is something […]

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Program: Game Design

Temples

В храмах Мекки видны тени.
В храмах Индии – цвета.
В храмах поднебесных музыка слышна.
А в соборах кафедральных есть одна лишь тишина.
боги вечно ищут дом, будь дворец то, или сон.
В поселеньях, в городах.
В реках, горах и лесах.
В танцах, музыке, стихах.
В масках, в гриме и в ролях.
В темноте и в зеркалах.
В смехе, слезах и в прохожего глазах.

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Program: Game Design

Temples

В храмах Мекки видны тени.
В храмах Индии – цвета.
В храмах поднебесных музыка слышна.
А в соборах кафедральных есть одна лишь тишина.
боги вечно ищут дом, будь дворец то, или сон.
В поселеньях, в городах.
В реках, горах и лесах.
В танцах, музыке, стихах.
В масках, в гриме и в ролях.
В темноте и в зеркалах.
В смехе, слезах и в прохожего глазах.

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Program: Game Design

Playtesting and development changes

The playtest went fairly well for our group. Despite of that, in the first 40 minutes of the playtest our game broke, and our programmer was sick- but was made functioning again by or game designer, this meant that we lost some playtest time and did not get as many results as we could have. We did get a lot of useful information from them though, that changed a lot of aspects in the game. For example, a lot of […]

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Program: Graphics

Playtesting and development changes

The playtest went fairly well for our group. Despite of that, in the first 40 minutes of the playtest our game broke, and our programmer was sick- but was made functioning again by or game designer, this meant that we lost some playtest time and did not get as many results as we could have. We did get a lot of useful information from them though, that changed a lot of aspects in the game. For example, a lot of […]

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Program: Graphics

Feedback 4

Feedback on: https://gd2developmentas.wordpress.com/2018/03/01/blog-4/
I really like that you explain that, instead of just scaling up a squid you instead researched similar real life animals to base your enemy on – think that does show up in the final design and gives it a more grounded feeling. Something I was wondering about was on the subject of you choosing to do more squash and stretch in this enemy than the one before, of course the structure of a squid  does […]

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Program: Graphics

Feedback 4

Feedback on: https://gd2developmentas.wordpress.com/2018/03/01/blog-4/
I really like that you explain that, instead of just scaling up a squid you instead researched similar real life animals to base your enemy on – think that does show up in the final design and gives it a more grounded feeling. Something I was wondering about was on the subject of you choosing to do more squash and stretch in this enemy than the one before, of course the structure of a squid  does […]

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Program: Graphics

Power up- Cormorant

For the power up, we decided to create a bird called a cormorant, with one full animation to it.
As for the cormorant animation, I would argue that I failed. The bird fits the aesthetic of the game graphics-vise, and the animation, although it is a little bit too non-exaggerated (I would have liked to give it two or three more frames of animation for when the wings are in it´s nethermost position to truly make it look like it´s completing […]

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Program: Graphics

Power up- Cormorant

For the power up, we decided to create a bird called a cormorant, with one full animation to it.
As for the cormorant animation, I would argue that I failed. The bird fits the aesthetic of the game graphics-vise, and the animation, although it is a little bit too non-exaggerated (I would have liked to give it two or three more frames of animation for when the wings are in it´s nethermost position to truly make it look like it´s completing […]

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Program: Graphics

Feedback 3

Feedback on: https://limegamedevelopment.wordpress.com/2018/02/15/crates/comment-page-1/#comment-16
Nice execution, all design decisions are explained and justified. Would be nice to see the original design to see how much of it has changed. I would have liked to know if different crates have different purposes, and if the different ones that are assigned for power ups, healths etc – and if their purposes where taken into consideration when designing the shapes and silhouettes of the barrels.
Would be nice to see the barrels implemented […]

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Program: Graphics

Feedback 3

Feedback on: https://limegamedevelopment.wordpress.com/2018/02/15/crates/comment-page-1/#comment-16
Nice execution, all design decisions are explained and justified. Would be nice to see the original design to see how much of it has changed. I would have liked to know if different crates have different purposes, and if the different ones that are assigned for power ups, healths etc – and if their purposes where taken into consideration when designing the shapes and silhouettes of the barrels.
Would be nice to see the barrels implemented […]

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Program: Graphics

Scrum and how it has affected Umibozu game and my own development

Scrum, simply described is the idea of making a list of what needs to be done (product backlog),, have teammates pick their tasks from this list (sprint planning and sprint backlog) and then perform them during a period of time called a sprint, the time of that sprint can vary, but is usually longer than a week, but a week is what we have been working with (and has been working well, I would say). At the end of this […]

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Program: Graphics

Scrum and how it has affected Umibozu game and my own development

Scrum, simply described is the idea of making a list of what needs to be done (product backlog),, have teammates pick their tasks from this list (sprint planning and sprint backlog) and then perform them during a period of time called a sprint, the time of that sprint can vary, but is usually longer than a week, but a week is what we have been working with (and has been working well, I would say). At the end of this […]

/ Comments Off on Scrum and how it has affected Umibozu game and my own development
Program: Graphics