Daily Archives: March 8, 2018
Feedback Implementation
So I made a previous post about how i approached gathering feedback from the play-testing sessions, this time i will write about how that feedback influenced our game.
Now the first thing I need to make clear is that the feedback has barely impacted anything major in our game that already exists and I’ll try to explain why. The biggest reason is usually because of a shift of focus on what is worked on. For example; from the latest play-testing session […]
Feedback Implementation
So I made a previous post about how i approached gathering feedback from the play-testing sessions, this time i will write about how that feedback influenced our game.
Now the first thing I need to make clear is that the feedback has barely impacted anything major in our game that already exists and I’ll try to explain why. The biggest reason is usually because of a shift of focus on what is worked on. For example; from the latest play-testing session […]
The virgin alpha playtest vs. the chad beta playtest
Ignore for a moment, if you will, the title that will probably be outdated by the time you read this, and listen to my small ditty about the playtests, the steps taken in both of them and the differences between the two.
For our alpha playtest, our build was rather minimal, we had 1 type of enemy, one type of power-up (which was later scrapped entirely) and randomly generated levels. It was also before we introduced the mechanics of the fog […]
The virgin alpha playtest vs. the chad beta playtest
Ignore for a moment, if you will, the title that will probably be outdated by the time you read this, and listen to my small ditty about the playtests, the steps taken in both of them and the differences between the two.
For our alpha playtest, our build was rather minimal, we had 1 type of enemy, one type of power-up (which was later scrapped entirely) and randomly generated levels. It was also before we introduced the mechanics of the fog […]
Week #5 – Using playtesting during development
Iterative testing is a fundamental part of Agile methodology. When Agile is applied to games we end up with playtesting our games constantly, both internally within our teams, and externally in organized playtesting sessions with other students or dedicated testers. The main reasoning for testing early and often when developing games is to see if planned mechanics work as intended and deliver the intended reaction from the Player. Added benefits include detecting bugs, thematic issues, and seeing whether art assets […]
Week #5 – Using playtesting during development
Iterative testing is a fundamental part of Agile methodology. When Agile is applied to games we end up with playtesting our games constantly, both internally within our teams, and externally in organized playtesting sessions with other students or dedicated testers. The main reasoning for testing early and often when developing games is to see if planned mechanics work as intended and deliver the intended reaction from the Player. Added benefits include detecting bugs, thematic issues, and seeing whether art assets […]
Insight #5 – Playtesting and Feedback
This week I will comment on some of the feedback we received from the rest of the students during our alpha and beta playtesting sessions and how we approached the design of the game after that. This is a long one, so go get a cup of tea!
Alpha
For our Alpha presentation we found a table that was in one of the ends of a major flow of traffic, thanks to this we received a substantial amount of player feedback and […]
Insight #5 – Playtesting and Feedback
This week I will comment on some of the feedback we received from the rest of the students during our alpha and beta playtesting sessions and how we approached the design of the game after that. This is a long one, so go get a cup of tea!
Alpha
For our Alpha presentation we found a table that was in one of the ends of a major flow of traffic, thanks to this we received a substantial amount of player feedback and […]
Critique 1: Alexander Sinn
https://shirovfx.wordpress.com/2018/02/08/water/
Your article is well constructed and most importantly: concise. Easy to read, grammatically correct and allows the reader to get a clear understanding of what went through your mind when deciding upon how you want the game to actually look at his final state.
Nevertheless it would have been interesting to get at the beginning a quick explanation on what Omibozu actually is and why the folklore around it makes sense towards your design choice.
Also an image of your […]
Critique 1: Alexander Sinn
https://shirovfx.wordpress.com/2018/02/08/water/
Your article is well constructed and most importantly: concise. Easy to read, grammatically correct and allows the reader to get a clear understanding of what went through your mind when deciding upon how you want the game to actually look at his final state.
Nevertheless it would have been interesting to get at the beginning a quick explanation on what Omibozu actually is and why the folklore around it makes sense towards your design choice.
Also an image of your […]
Blog Post #5 – Playtesting
Playtesting has ultimately shaped our entire process due to how we tried to apply feedback received in both playtesting sessions to our game. Our first alpha playtesting session of Behemoth was the most informative- in the early phases of Behemoth, the issues were very obvious right as we started the playtest. However, as time goes on, it becomes increasingly more complicated to determine where the issues lie as the complexity of the game increases through the development process.
In the alpha […]
Blog Post #5 – Playtesting
Playtesting has ultimately shaped our entire process due to how we tried to apply feedback received in both playtesting sessions to our game. Our first alpha playtesting session of Behemoth was the most informative- in the early phases of Behemoth, the issues were very obvious right as we started the playtest. However, as time goes on, it becomes increasingly more complicated to determine where the issues lie as the complexity of the game increases through the development process.
In the alpha […]
5. Playtesting’s effect on game development
Hello there once again, my name is Carl and in this weeks blog post, I will be talking about the effect playtesting has had on my groups development of the game ”Depth”.
A simple description of playtesting is that it is a session where you, as a developer, present your game to a small ”audience” that is going to try out your game, and then after they have played your game, they will proceed to give you feedback. It can be […]
5. Playtesting’s effect on game development
Hello there once again, my name is Carl and in this weeks blog post, I will be talking about the effect playtesting has had on my groups development of the game ”Depth”.
A simple description of playtesting is that it is a session where you, as a developer, present your game to a small ”audience” that is going to try out your game, and then after they have played your game, they will proceed to give you feedback. It can be […]
The Boaty way of playtesting
As an artist it is very important to make players read the visuals meaning and how they make the player feel. It is very essential to get feedback from testers on the response the game gives to the player.
By using survey and talking to the testers there was given a lot of great feedback. Orally gives more in depth of what the testers actually mean, if they for example do not have the feeling the game has a mysterious […]
The Boaty way of playtesting
As an artist it is very important to make players read the visuals meaning and how they make the player feel. It is very essential to get feedback from testers on the response the game gives to the player.
By using survey and talking to the testers there was given a lot of great feedback. Orally gives more in depth of what the testers actually mean, if they for example do not have the feeling the game has a mysterious […]
Player Feedback
So, playtesting.
I worked as a playtester for a while on a game company called ”Zoink!” who made the recently released game ”Fe” – and because of this I fully realize the importance of feedback from anyone who is not directly involved in the project. Being able to swallow your pride, take and process critique is something that any game developer will inevitably have to learn. Being a graphics-student, however, leaves me with less criticism than I might have wanted. Usually, […]
Player Feedback
So, playtesting.
I worked as a playtester for a while on a game company called ”Zoink!” who made the recently released game ”Fe” – and because of this I fully realize the importance of feedback from anyone who is not directly involved in the project. Being able to swallow your pride, take and process critique is something that any game developer will inevitably have to learn. Being a graphics-student, however, leaves me with less criticism than I might have wanted. Usually, […]
Playtesting
Welcome back! This week I will be talking about the two playtesting sessions that we had during the Shoot’em up project. Since the two tests were several weeks apart, the post will consist of two parts – one for each test. I will also talk about how we incorporated the data we received from these tests. Finally, I will also discuss why and how we chose the questions we asked.
Playtesting session #1
For the first playtesting session our game was in […]
Playtesting
Welcome back! This week I will be talking about the two playtesting sessions that we had during the Shoot’em up project. Since the two tests were several weeks apart, the post will consist of two parts – one for each test. I will also talk about how we incorporated the data we received from these tests. Finally, I will also discuss why and how we chose the questions we asked.
Playtesting session #1
For the first playtesting session our game was in […]
Feedback for developers, feedback for player
Hey!
Today’s post will deal with playtesting and its’ effect on making Fear is in me.
2 playtesting sessions scheduled during the course were great opportunities to confront games that we are currently producing with real end users and to gather feedback on what needs to be improved. Unfortunately, the technical issues that occurred just before the first session were a bit too much for us to handle. After we built the project, aiming the weapon turned out to be faulty and causing […]
Feedback for developers, feedback for player
Hey!
Today’s post will deal with playtesting and its’ effect on making Fear is in me.
2 playtesting sessions scheduled during the course were great opportunities to confront games that we are currently producing with real end users and to gather feedback on what needs to be improved. Unfortunately, the technical issues that occurred just before the first session were a bit too much for us to handle. After we built the project, aiming the weapon turned out to be faulty and causing […]
Dev Blog #5 -Playtesting
Hello again!
This week I’ll talk about my team’s experience with the playtesting sessions we’ve had during this project. We attended both sessions, though we found little value in the second one and would rather have spent that time working on the game in order to complete it for the beta. I know other team felt the same way, but we still took the playtesting seriously and had a survey for testers to fill out. On both occasions we had an […]
Dev Blog #5 -Playtesting
Hello again!
This week I’ll talk about my team’s experience with the playtesting sessions we’ve had during this project. We attended both sessions, though we found little value in the second one and would rather have spent that time working on the game in order to complete it for the beta. I know other team felt the same way, but we still took the playtesting seriously and had a survey for testers to fill out. On both occasions we had an […]