Yearly Archives: 2018
Depth : Post Mortem
In the context of the course “Game Design 2 : Game development”, my group, Team T, made “Depth”, which you can find here. In the game design document we received, Depth was supposed to be a side-scrolling shoot’em’up in which a monster (which is faster than you) follows you. The mandatory pick-up was supposed to make the player go faster. The player’s flashlight would make the monster fall back and leave some time for the player to breathe. The […]
Depth : Post Mortem
In the context of the course “Game Design 2 : Game development”, my group, Team T, made “Depth”, which you can find here. In the game design document we received, Depth was supposed to be a side-scrolling shoot’em’up in which a monster (which is faster than you) follows you. The mandatory pick-up was supposed to make the player go faster. The player’s flashlight would make the monster fall back and leave some time for the player to breathe. The […]
Post Mortem ; Teamp flytrap’s Umibozu
We been working with the game concept Umibozu for now two months and much has happened during the development of it. We have both had ups and downs during this period but we have pushed through and managed to make a game. A playable one at that. I am happy and proud of this simple fact because this is my first game and the first game for the rest of my team aswell.
I have learnt a lot in a very […]
Post Mortem ; Teamp flytrap’s Umibozu
We been working with the game concept Umibozu for now two months and much has happened during the development of it. We have both had ups and downs during this period but we have pushed through and managed to make a game. A playable one at that. I am happy and proud of this simple fact because this is my first game and the first game for the rest of my team aswell.
I have learnt a lot in a very […]
Finally, the end of the hunt.
This is the last blog post of the project and today is also the end of the project. We had a playing section for each group to present their game and I’m glad lots of participants loves our game. Especially good comment from the teacher: “Aetherial by Devuourer. Nice overall theming. From the start with the map and how you can see parts of the environment marked out that you will pass by later in the game. And of course […]
Finally, the end of the hunt.
This is the last blog post of the project and today is also the end of the project. We had a playing section for each group to present their game and I’m glad lots of participants loves our game. Especially good comment from the teacher: “Aetherial by Devuourer. Nice overall theming. From the start with the map and how you can see parts of the environment marked out that you will pass by later in the game. And of course […]
Topology of imaginary cities: Greece
the original picture is HERE. Enjoy!
Blog comment #5 Merve Metinkol
https://msmonoxide.wordpress.com/2018/03/08/playtesting/
Hello Merve! Thanks for introducing the process of your group’s play testing. It is a powerful tool and glad that you learned a lot and solved lots of potential problems. According to the out come, the game is quite balanced that people cannot beat it in their first attempt and played it for several times. You said the mechanics are understandable in a short time, not sure if you provided a tutorial level to explain things to player, […]
Blog comment #5 Merve Metinkol
https://msmonoxide.wordpress.com/2018/03/08/playtesting/
Hello Merve! Thanks for introducing the process of your group’s play testing. It is a powerful tool and glad that you learned a lot and solved lots of potential problems. According to the out come, the game is quite balanced that people cannot beat it in their first attempt and played it for several times. You said the mechanics are understandable in a short time, not sure if you provided a tutorial level to explain things to player, […]
Blog 6: Umibozu Post Mortem
Now that the course is over and our product is finished we had a final playtest to see what people thought of our game. We made a small survey to see what people thought of the end result of our game and what changes they would have personally made and the results we got were kind of unexpected in my opinion. The survey we used contained a couple of general questions about the game, what people thought of it, the […]
Blog 6: Umibozu Post Mortem
Now that the course is over and our product is finished we had a final playtest to see what people thought of our game. We made a small survey to see what people thought of the end result of our game and what changes they would have personally made and the results we got were kind of unexpected in my opinion. The survey we used contained a couple of general questions about the game, what people thought of it, the […]
Design Blog – 6
Postmortem
Final Playtest
Yesterday, thursday, was our final playtest. We presented our released version to the testers. We all worked our butts off the day before and the morning before the testing. Making sure there weren’t any bugs or overall fixes that needed to be done. It was a stressful period but I’d say we pulled through, much thanks to our coders that put in so much energy and effort to this project. The testers generally liked our final product. It was […]
Design Blog – 6
Postmortem
Final Playtest
Yesterday, thursday, was our final playtest. We presented our released version to the testers. We all worked our butts off the day before and the morning before the testing. Making sure there weren’t any bugs or overall fixes that needed to be done. It was a stressful period but I’d say we pulled through, much thanks to our coders that put in so much energy and effort to this project. The testers generally liked our final product. It was […]
Project wrap up – YMKTB
Well, it’s been a long road. But here we are, the end of the line. My first game project with a group has now wrapped up as we had our final playtest yesterday. It’s been a crazy ride, but we made it (I had my doubts at certain points :P). I think it’s always a good idea to take some time to reflect when one has completed a big project like this one.
Project wrap up – YMKTB
Well, it’s been a long road. But here we are, the end of the line. My first game project with a group has now wrapped up as we had our final playtest yesterday. It’s been a crazy ride, but we made it (I had my doubts at certain points :P). I think it’s always a good idea to take some time to reflect when one has completed a big project like this one.
Postmortem of the ten weeks game project, afterthoughts and what I have learnt
Hello everyone. In today’s blog, I am going to write about what I have learned from our ten weeks adventure. There is a lot to cover, so I am just going, to begin with, what I have learned and how it has impacted me.
The most significant subject I have learned a lot in is programming. More specifically on how to solve complex problems i.g, data sharing, enemy behavior and how to make a modular spawning. All of these has been […]
Postmortem of the ten weeks game project, afterthoughts and what I have learnt
Hello everyone. In today’s blog, I am going to write about what I have learned from our ten weeks adventure. There is a lot to cover, so I am just going, to begin with, what I have learned and how it has impacted me.
The most significant subject I have learned a lot in is programming. More specifically on how to solve complex problems i.g, data sharing, enemy behavior and how to make a modular spawning. All of these has been […]
Postmortem
After however many weeks it has been (I think 8) our game is finally finished, and the question I will now ask myself is: “What have we accomplished?” and “What have I learned?”
The answer to the first question is pretty simple. My team has managed to put together a short yet concise shootemup’ game. We did this based of a predesigned concept document which we selected, and we developed the game using the scrum framework. From the concept document we […]
Postmortem
After however many weeks it has been (I think 8) our game is finally finished, and the question I will now ask myself is: “What have we accomplished?” and “What have I learned?”
The answer to the first question is pretty simple. My team has managed to put together a short yet concise shootemup’ game. We did this based of a predesigned concept document which we selected, and we developed the game using the scrum framework. From the concept document we […]
6. FEAR IS IN ME
We have now worked with the game Fear is in me for almost two months now and much have happened during the development of it. We have both had up and down during our work but what’s great about both is that we always had something to learn from it. Weather it was how not to do or how to do it helped us improve as designers together in one way or another.
The scrum method was new for all of […]
6. FEAR IS IN ME
We have now worked with the game Fear is in me for almost two months now and much have happened during the development of it. We have both had up and down during our work but what’s great about both is that we always had something to learn from it. Weather it was how not to do or how to do it helped us improve as designers together in one way or another.
The scrum method was new for all of […]
Dr Strangelove or: How I learned to Playtest and Love Iteration
– A Post-Mortem
What went right
We made a game, and it was playable. I am honestly proud of this simple fact.
We used the MDA and achieved something adjacent to the aesthetic goals. We cut features in the concept document that would not have aided those goals, and in general had a consideration for the player. Our goals were;
feeling of being overwhelmed
Constantly in Danger
Pressured
Fear of a relentless pursuer
We made assets that were regarded positively. We had a very cohesive visual design that […]
Dr Strangelove or: How I learned to Playtest and Love Iteration
– A Post-Mortem
What went right
We made a game, and it was playable. I am honestly proud of this simple fact.
We used the MDA and achieved something adjacent to the aesthetic goals. We cut features in the concept document that would not have aided those goals, and in general had a consideration for the player. Our goals were;
feeling of being overwhelmed
Constantly in Danger
Pressured
Fear of a relentless pursuer
We made assets that were regarded positively. We had a very cohesive visual design that […]