Daily Archives: March 8, 2018
How has playtesting affected/improved our game?
What have we iterated using playtesting?
We used our first playtesting to inform us of things that we might not have thought of, rather than things that we already knew did not work or needed more development.
One of the questions that we had asked the playtesters was:What was your least favourite moment or interaction?And these were some of the answers:
Sometimes the controls felt a bit unresponsive
No indication of being hit, too easy to beat
Being overwhelmed by enemies that you can’t really […]
How has playtesting affected/improved our game?
What have we iterated using playtesting?
We used our first playtesting to inform us of things that we might not have thought of, rather than things that we already knew did not work or needed more development.
One of the questions that we had asked the playtesters was:What was your least favourite moment or interaction?And these were some of the answers:
Sometimes the controls felt a bit unresponsive
No indication of being hit, too easy to beat
Being overwhelmed by enemies that you can’t really […]
The effects of playtesting – 5SD064 HANNA AHO LIND
Hello once again dear classmates.
Another week has passed and we all look forward to leaving this course behind. But if there is something especially fun to rememeber from this course it is the two playtesting sessions we have had.
During the playtests we got to play the others games, but also get valuable feedback from both teachers and other students.
After playing our game they were asked to fill out a survey, with prepared questions which we wanted answers of. But we […]
The effects of playtesting – 5SD064 HANNA AHO LIND
Hello once again dear classmates.
Another week has passed and we all look forward to leaving this course behind. But if there is something especially fun to rememeber from this course it is the two playtesting sessions we have had.
During the playtests we got to play the others games, but also get valuable feedback from both teachers and other students.
After playing our game they were asked to fill out a survey, with prepared questions which we wanted answers of. But we […]
MVP, Play-Testing and Mechanix
Playtesting has impacted our development process in different ways and has stressed the importance of building towards a MVP.
For the playtesting sessions, we had set up a computer with our game, Umibozu, and after playing the game a survey followed. Naturally, we already had some idea of what the players were going to point out but many things can still be learned from it. For instance, a lot can also be learned from the player does while playing the game, […]
MVP, Play-Testing and Mechanix
Playtesting has impacted our development process in different ways and has stressed the importance of building towards a MVP.
For the playtesting sessions, we had set up a computer with our game, Umibozu, and after playing the game a survey followed. Naturally, we already had some idea of what the players were going to point out but many things can still be learned from it. For instance, a lot can also be learned from the player does while playing the game, […]
2018.03.08 – Playtesting Aesthetics V.S. Narrative Design and 3rd-party I.P.
Game concept overview
Our team had chosen a concept titled “You May Kiss the Bride” where the character got cold feet the day before the wedding. The player would then take over the commitment-phobic character and be thrown into a a nightmare. There s/he is trying to escape the commitment they were about to undertake with their significant other by running away from it just before they did their vows and making their way to the church’s exit while fighting their […]
2018.03.08 – Playtesting Aesthetics V.S. Narrative Design and 3rd-party I.P.
Game concept overview
Our team had chosen a concept titled “You May Kiss the Bride” where the character got cold feet the day before the wedding. The player would then take over the commitment-phobic character and be thrown into a a nightmare. There s/he is trying to escape the commitment they were about to undertake with their significant other by running away from it just before they did their vows and making their way to the church’s exit while fighting their […]
08-03-2018
Welcome back readers to a new week and of course a new post!
This week is supposed to be about playtesting and feedback but since I talked about that last week I’ll just skim it over quickly and then talk about something else.
If I would look back to all the feedback I’ve gotten during playtesting there are two main reasons to why I think it’s something very important during game-making. Firstly, you will never ever find all the bugs yourself! No […]
08-03-2018
Welcome back readers to a new week and of course a new post!
This week is supposed to be about playtesting and feedback but since I talked about that last week I’ll just skim it over quickly and then talk about something else.
If I would look back to all the feedback I’ve gotten during playtesting there are two main reasons to why I think it’s something very important during game-making. Firstly, you will never ever find all the bugs yourself! No […]
Comment Week 4
Greetings Hanna,
(William Teurnell, Team Poltergeist)
I enjoy the effects you are reaching for. You go into good detail on your thoughts and processes, and your decisions are clearly motivated. You explain the impact and intended meaning of your visuals, and you let the reader know of its significance. It was interesting how you recognised and worked around the fact that there was no animation by creating a sprite that appears caught-in-motion. I liked the end result for this reason; it looks […]
Comment Week 4
Greetings Hanna,
(William Teurnell, Team Poltergeist)
I enjoy the effects you are reaching for. You go into good detail on your thoughts and processes, and your decisions are clearly motivated. You explain the impact and intended meaning of your visuals, and you let the reader know of its significance. It was interesting how you recognised and worked around the fact that there was no animation by creating a sprite that appears caught-in-motion. I liked the end result for this reason; it looks […]
Comment week 3
Hello,
(William Teurnell, Team Poltergeist)
I enjoyed your post. It is systematic and comprehensible in an easy-to-follow way. You lead the reader into the text well by having a form of short introduction; your main point is summed up early. The same goes for the ending, where you sum up the points that you’ve made. I do, however, notice certain lacks of clarity at places. The fourth paragraph, regarding Trello, is somewhat unclear to me. I did not understand at first that […]
Comment week 3
Hello,
(William Teurnell, Team Poltergeist)
I enjoyed your post. It is systematic and comprehensible in an easy-to-follow way. You lead the reader into the text well by having a form of short introduction; your main point is summed up early. The same goes for the ending, where you sum up the points that you’ve made. I do, however, notice certain lacks of clarity at places. The fourth paragraph, regarding Trello, is somewhat unclear to me. I did not understand at first that […]
Comment week 2
(William Teurnell, Group Poltergeist)
You describe in good detail how you went about learning a new field. You briefly touch upon problems you have encountered, though you are quite vague in their description; you mention that most problems were small-scale, and then give an example of a technical issue you had (adding samples to LMMS). You don’t, however, mention any other problems, even though you imply that you had more. Perhaps you could go into greater detail into what different kinds […]
Comment week 2
(William Teurnell, Group Poltergeist)
You describe in good detail how you went about learning a new field. You briefly touch upon problems you have encountered, though you are quite vague in their description; you mention that most problems were small-scale, and then give an example of a technical issue you had (adding samples to LMMS). You don’t, however, mention any other problems, even though you imply that you had more. Perhaps you could go into greater detail into what different kinds […]
What improvments brought from playtesting
So far, we have done two times playtesting. Our team prepared different questions for both playtesting.
The first playtesting was primarily for us to find out what we might not have thought of. I can’t list all the questions here, so I chose two that I think are the most helpful for our game:
· What was your least favorite moment or interaction?
· Was there anything you wanted to do that the game didn’t allow you to do?
We got a lot of feedback […]
What improvments brought from playtesting
So far, we have done two times playtesting. Our team prepared different questions for both playtesting.
The first playtesting was primarily for us to find out what we might not have thought of. I can’t list all the questions here, so I chose two that I think are the most helpful for our game:
· What was your least favorite moment or interaction?
· Was there anything you wanted to do that the game didn’t allow you to do?
We got a lot of feedback […]
Question 2: Are you making Umibōzu?
So, the playtesting. It sure did happen.
I had a hard time with it in many ways. A lot of it I felt was not very useful. Largely because I was already aware of many of the criticisms to be had. The timing of the shield; the lack of variation in the enemies and their functions; poor communication with player, especially with feedback; the companion characters in the game not having enough utility, differentiation, or personality for the player to care […]
Question 2: Are you making Umibōzu?
So, the playtesting. It sure did happen.
I had a hard time with it in many ways. A lot of it I felt was not very useful. Largely because I was already aware of many of the criticisms to be had. The timing of the shield; the lack of variation in the enemies and their functions; poor communication with player, especially with feedback; the companion characters in the game not having enough utility, differentiation, or personality for the player to care […]
Commenting on “Simple AI” by Natasha Megan
Link to the original post: https://programminggamesafunworkload.wordpress.com/2018/03/01/simple-ai/
The blog post is about the AI of the game “Friendship down” and describes the original design of the AI and how her group made it work for them. She gives great reasoning on why they had to abandon the original design of the AI and then goes into detail on how she implemented the simplified AI. Even though the AI was “simplified” to fit the scope of the project it is still […]
Commenting on “Simple AI” by Natasha Megan
Link to the original post: https://programminggamesafunworkload.wordpress.com/2018/03/01/simple-ai/
The blog post is about the AI of the game “Friendship down” and describes the original design of the AI and how her group made it work for them. She gives great reasoning on why they had to abandon the original design of the AI and then goes into detail on how she implemented the simplified AI. Even though the AI was “simplified” to fit the scope of the project it is still […]