Yearly Archives: 2018
Blog Comment 6
Link to designated blog:
https://kaijunqilin.wordpress.com/2018/03/21/postmortem/
My comment:
Your blog was enjoyable to read although a bit lacking in details. You talk about why you and your team are happy with the results and reference the last playtest and the positive feedback that you got, but I would like to know if there was anything you guys were not satisfied about and if there is something that the testers did not like because you only mentioned the good feedback you got, and that […]
Blog Comment 6
Link to designated blog:
https://kaijunqilin.wordpress.com/2018/03/21/postmortem/
My comment:
Your blog was enjoyable to read although a bit lacking in details. You talk about why you and your team are happy with the results and reference the last playtest and the positive feedback that you got, but I would like to know if there was anything you guys were not satisfied about and if there is something that the testers did not like because you only mentioned the good feedback you got, and that […]
Game Design Week 7 – Player Feedback
During our development process of Depth, two play testing sessions have been organized for all students partaking in the course, the first one was held after the alpha deadline, and the second one after the beta deadline. The purpose of these sessions was to provide a space for us novice game developers to see our games in action in the hands of a larger crowd. In advance, groups usually prepare questionnaires for testers to fill out to evaluate certain aspects of […]
Game Design Week 7 – Player Feedback
During our development process of Depth, two play testing sessions have been organized for all students partaking in the course, the first one was held after the alpha deadline, and the second one after the beta deadline. The purpose of these sessions was to provide a space for us novice game developers to see our games in action in the hands of a larger crowd. In advance, groups usually prepare questionnaires for testers to fill out to evaluate certain aspects of […]
Blog #2 comment
I’m gonna start by saying that it’s a very interesting choice of topic. Being responsible for sound in my project, and having a little bit of experience with it in the past I know exactly how important it is to put in the time and effort if you want the game to feel as good as possible. I also understand how tedious and boring it can be, though I never had to mix the sounds within code (not for long).
When […]
Blog #2 comment
I’m gonna start by saying that it’s a very interesting choice of topic. Being responsible for sound in my project, and having a little bit of experience with it in the past I know exactly how important it is to put in the time and effort if you want the game to feel as good as possible. I also understand how tedious and boring it can be, though I never had to mix the sounds within code (not for long).
When […]
Blog #1 comment
First of all, a great post! You seem to care a lot for proper preparation and team feedback before any works gets done, which is definitely a big plus for your group. I really enjoyed the overview of your key features, and it’s a really interesting example that you have used as well. Breaking down artifacts into smaller components seems like a great way to reduce possibility of miscommunication/misunderstanding, and I will definitely try it out as well.
The writing is […]
Blog #1 comment
First of all, a great post! You seem to care a lot for proper preparation and team feedback before any works gets done, which is definitely a big plus for your group. I really enjoyed the overview of your key features, and it’s a really interesting example that you have used as well. Breaking down artifacts into smaller components seems like a great way to reduce possibility of miscommunication/misunderstanding, and I will definitely try it out as well.
The writing is […]
Final Comment
Link to the post
Hello, Merve it’s a good post you have here!
I liked how you chose and covered three important aspects to game development: Your work/experience, Scrum and playtesting. It gives your perspective on what has happened and your experience with it clearly. It is also clear that you have learned a lot during this project which will benefit you in future projects. The only thing I am missing is your opinion on the end result, are you happy […]
Final Comment
Link to the post
Hello, Merve it’s a good post you have here!
I liked how you chose and covered three important aspects to game development: Your work/experience, Scrum and playtesting. It gives your perspective on what has happened and your experience with it clearly. It is also clear that you have learned a lot during this project which will benefit you in future projects. The only thing I am missing is your opinion on the end result, are you happy […]
Comment Archives: Week #6 – Michael Degirmen, Team Gnoll
On the bright side, you and your group managed to get a workable game out despite the feeling like the universe wanted otherwise. Also, the fact that you and all of the remaining team members didn’t let these setbacks get to them says a lot about you and them.
I know my knowledge of the inner workings of your group is zero and with what I’m about to say, I’m not trying to take away or demean anything about your grievances […]
Comment Archives: Week #6 – Michael Degirmen, Team Gnoll
On the bright side, you and your group managed to get a workable game out despite the feeling like the universe wanted otherwise. Also, the fact that you and all of the remaining team members didn’t let these setbacks get to them says a lot about you and them.
I know my knowledge of the inner workings of your group is zero and with what I’m about to say, I’m not trying to take away or demean anything about your grievances […]
Blog comment 18-03-22
Blog:
https://thedudeleo.wordpress.com/2018/03/20/blog-6-postmortem/
Comment:
Hello, I’m glad to read your blog, first of all, you clearly introduced the background of the shoot’em up game, this is good. For the readers which first time to read your blog, they can easily understand the project, and they will not feel confused about what we did in this project.
Then, you described some of the understanding of the concept of umibozu concept document. Indeed, before starting the group work, it will lay the foundation for later […]
Blog comment 18-03-22
Blog:
https://thedudeleo.wordpress.com/2018/03/20/blog-6-postmortem/
Comment:
Hello, I’m glad to read your blog, first of all, you clearly introduced the background of the shoot’em up game, this is good. For the readers which first time to read your blog, they can easily understand the project, and they will not feel confused about what we did in this project.
Then, you described some of the understanding of the concept of umibozu concept document. Indeed, before starting the group work, it will lay the foundation for later […]
Comment Week 6 (Amanda Cohen)
https://amandacohen58776528.wordpress.com/2018/03/20/blog-post-6-post-mortem/comment-page-1/#comment-14
:
”Hello Amanda!
Your friendly neighborhood programmer peeking in. First off: I want to say, great post. You explained very well why you think that your game turned out great and since I also played your game I would have to agree with you, it was great! I can see why you say that you had great management in your game so that you could focus more on polishing, it made your game very stable and reliable which a notable […]
Comment Week 6 (Amanda Cohen)
https://amandacohen58776528.wordpress.com/2018/03/20/blog-post-6-post-mortem/comment-page-1/#comment-14
:
”Hello Amanda!
Your friendly neighborhood programmer peeking in. First off: I want to say, great post. You explained very well why you think that your game turned out great and since I also played your game I would have to agree with you, it was great! I can see why you say that you had great management in your game so that you could focus more on polishing, it made your game very stable and reliable which a notable […]
Comment #6
In response to Michaels post mortem, that can be found here.
Hi Michael, I want to start of by congratulating you on completing your project! I did get a chance to play the game and while I was one of the testers that did not agree with the difficulty of the game, the controls certainly made it feel like operating a strange machine, a good thing in your case.
Your postmortem blog post is clearly structured and nicely summarized how your […]
Comment #6
In response to Michaels post mortem, that can be found here.
Hi Michael, I want to start of by congratulating you on completing your project! I did get a chance to play the game and while I was one of the testers that did not agree with the difficulty of the game, the controls certainly made it feel like operating a strange machine, a good thing in your case.
Your postmortem blog post is clearly structured and nicely summarized how your […]
Comment on Samantha
https://artdevsam.wordpress.com/2018/03/20/moving-on/
Hello Samantha, Adam Olsson here programmer from group lycanthrope. You give a reasonable explanation and recap of what you and your group has been doing these past weeks. I find it interesting to read what challenges you have met under your work, and I can relate to your struggle with the group changing things you came to agree to the last week as my group tended to do similar things from time to time. I can see the […]
Comment on Samantha
https://artdevsam.wordpress.com/2018/03/20/moving-on/
Hello Samantha, Adam Olsson here programmer from group lycanthrope. You give a reasonable explanation and recap of what you and your group has been doing these past weeks. I find it interesting to read what challenges you have met under your work, and I can relate to your struggle with the group changing things you came to agree to the last week as my group tended to do similar things from time to time. I can see the […]
Postmortem: Team Qilin’s Aetherial
Finally! The end has come! This project have been somewhat hellish, and reaching the end feels more freeing than I’d care to admit (although I suppose I just did). Many things went wrong, but many things did also go right, and the fact that we made it is something I’m very proud of.
In the end, team Qilin’s Aetherial turned into a quite simple shoot ‘em up in which players operate a flying ship hunting down a murderous invading Moby Dick […]
Postmortem: Team Qilin’s Aetherial
Finally! The end has come! This project have been somewhat hellish, and reaching the end feels more freeing than I’d care to admit (although I suppose I just did). Many things went wrong, but many things did also go right, and the fact that we made it is something I’m very proud of.
In the end, team Qilin’s Aetherial turned into a quite simple shoot ‘em up in which players operate a flying ship hunting down a murderous invading Moby Dick […]
Postmortem on Behemoth
After many weeks of working together with my group, our game is finally finished and has been sent in to the teachers for grading. It was a fun project, but as the we started pushing into the last two weeks I started getting impatient and wanted it to be finished as fast as possible.
Most people who played it said they enjoyed it, although it had some quite glaring issues. There were a lot of assets I really wanted to make, […]
Postmortem on Behemoth
After many weeks of working together with my group, our game is finally finished and has been sent in to the teachers for grading. It was a fun project, but as the we started pushing into the last two weeks I started getting impatient and wanted it to be finished as fast as possible.
Most people who played it said they enjoyed it, although it had some quite glaring issues. There were a lot of assets I really wanted to make, […]