Monthly Archives: March 2018
Blog 5: Playtesting
It’s always important that the players understand your game. To make sure of that, and to receive feedback and critique to improve your game, it’s good to have several playtesting sessions. When you are developing a game it’s often easy to become “blind” and not notice things that are unclear or don’t make sense in the game. We’ve had two playtesting sessions during the development of the shoot em up game, Alpha and Beta.
So, how did the playtesting affect my development?
We received […]
Blog 5: Playtesting
It’s always important that the players understand your game. To make sure of that, and to receive feedback and critique to improve your game, it’s good to have several playtesting sessions. When you are developing a game it’s often easy to become “blind” and not notice things that are unclear or don’t make sense in the game. We’ve had two playtesting sessions during the development of the shoot em up game, Alpha and Beta.
So, how did the playtesting affect my development?
We received […]
Week #5 PlayTesting
On three different occasions we have had our game play tested by the masses of Game Design 1 as well as the amount of play testing I have done myself for our game.
Having people play test the game you’re creating is a rewarding experience in general, if you look at it positively it is a win-win situation. Either they play the game and like the work you are doing, hate it and give lots of feedback, or are somewhere between […]
Week #5 PlayTesting
On three different occasions we have had our game play tested by the masses of Game Design 1 as well as the amount of play testing I have done myself for our game.
Having people play test the game you’re creating is a rewarding experience in general, if you look at it positively it is a win-win situation. Either they play the game and like the work you are doing, hate it and give lots of feedback, or are somewhere between […]
The importance of playtesting
Saying that playtesting is important for game development might seem like quite the obvious remark. And yeah, it kinda is. But the reasons it’s important isn’t always apparent to everyone. So I thought I’d talk a bit about what I’ve noticed while doing playtesting for my team’s current game.
Now this is only an assumption. But I’m pretty sure that when most people with a limited knowledge of playtesting hear the word playtesting they think of it as something developers do […]
The importance of playtesting
Saying that playtesting is important for game development might seem like quite the obvious remark. And yeah, it kinda is. But the reasons it’s important isn’t always apparent to everyone. So I thought I’d talk a bit about what I’ve noticed while doing playtesting for my team’s current game.
Now this is only an assumption. But I’m pretty sure that when most people with a limited knowledge of playtesting hear the word playtesting they think of it as something developers do […]
Game Design 2: Blogpost #5, Playtesting
For this blog post I will be writing about how playtesting has affected the making of our game.
Throughout the Game Design 2 course there have been a total of 3 planned playtesting sessions (one of which was the final playtesting before the final deadline of the course), as a group we decided to make the most use of these as possible. For this we decided upon questions we wanted answered beforehand and made questionnaires that the playtesters would be able […]
Game Design 2: Blogpost #5, Playtesting
For this blog post I will be writing about how playtesting has affected the making of our game.
Throughout the Game Design 2 course there have been a total of 3 planned playtesting sessions (one of which was the final playtesting before the final deadline of the course), as a group we decided to make the most use of these as possible. For this we decided upon questions we wanted answered beforehand and made questionnaires that the playtesters would be able […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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.
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.
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 […]
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 […]