Author Archives: Jeppe Willatzen
Comment for 6th blogpost
Hey Tim,
great blogpost! I think you start of well with a nice introduction and concept summary outlining the game your group has been working on and what your blogpost will be about.
It is interesting to read about how the mentality of going into the development process is affected by the premises – did going into development with this mentality prove a hindrance in some way? For instance, did the reluctance to redesign certain aspects prove problematic, and is there something […]
Comment for 6th blogpost
Hey Tim,
great blogpost! I think you start of well with a nice introduction and concept summary outlining the game your group has been working on and what your blogpost will be about.
It is interesting to read about how the mentality of going into the development process is affected by the premises – did going into development with this mentality prove a hindrance in some way? For instance, did the reluctance to redesign certain aspects prove problematic, and is there something […]
Postmortem
Across the past weeks, our group has worked on the game Umibozu, which has required a lot of work. In order to make the best game possible, we have had to conduct playtests and gather information from the testers on what they thought of the game, to subsequently alter certain design elements to better contribute to our goals. Additionally, we have been working with Scrum during the development process. Scrum is an agile work framework that focuses on iterations, continual […]
Postmortem
Across the past weeks, our group has worked on the game Umibozu, which has required a lot of work. In order to make the best game possible, we have had to conduct playtests and gather information from the testers on what they thought of the game, to subsequently alter certain design elements to better contribute to our goals. Additionally, we have been working with Scrum during the development process. Scrum is an agile work framework that focuses on iterations, continual […]
Comment for 5th blogpost
[URL] https://sophiesgaming.wordpress.com/2018/03/08/the-benefits-of-playtesting/
Hi Sophie,
I think your blogpost is nicely introduced when you explain what playtesting-sessions are and that you did two playtests. The second paragraph is also good in the way that it explains how everything was set-up and what your group did during the playtesting. In addition to what happened, why is also nicely explained, i.e. when you explain that you get to hear feedback from others and why this is important. It is also interesting that you mention playtesting other […]
Comment for 5th blogpost
[URL] https://sophiesgaming.wordpress.com/2018/03/08/the-benefits-of-playtesting/
Hi Sophie,
I think your blogpost is nicely introduced when you explain what playtesting-sessions are and that you did two playtests. The second paragraph is also good in the way that it explains how everything was set-up and what your group did during the playtesting. In addition to what happened, why is also nicely explained, i.e. when you explain that you get to hear feedback from others and why this is important. It is also interesting that you mention playtesting other […]
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, […]
Comment for 4th Blogpost
URL: https://samuelkarabetiansgameblog.wordpress.com/2018/03/04/generating-sounds-using-noise/comment-page-1/#comment-8
Hey Samuel,
I think you accurately describe what you have been working on and how you went about it. For the part concerning what you have been working on, I particularly liked how detailed it is, i.e. everything from explaining what white noise is and how it is useful in creating windy sounds – to explaining what can be observed from the frequency bands. The images of the ‘noise’-frequencies is also a great way of explaining what white […]
Comment for 4th Blogpost
URL: https://samuelkarabetiansgameblog.wordpress.com/2018/03/04/generating-sounds-using-noise/comment-page-1/#comment-8
Hey Samuel,
I think you accurately describe what you have been working on and how you went about it. For the part concerning what you have been working on, I particularly liked how detailed it is, i.e. everything from explaining what white noise is and how it is useful in creating windy sounds – to explaining what can be observed from the frequency bands. The images of the ‘noise’-frequencies is also a great way of explaining what white […]
Harpoon the Goon
This week I have been working on a few different things, but one of the main things I have done is set a limit on the use of the harpoon. In our game, Umibozu, the player must use their harpoon to kill enemies but should be careful to avoid shooting vital power-ups.
We aim to facilitate ‘mystery’ in Umibozu, by forcing the player to use their floodlight to uncover potential enemies/power-ups etc. (which all share the same sprite while covered by […]
Harpoon the Goon
This week I have been working on a few different things, but one of the main things I have done is set a limit on the use of the harpoon. In our game, Umibozu, the player must use their harpoon to kill enemies but should be careful to avoid shooting vital power-ups.
We aim to facilitate ‘mystery’ in Umibozu, by forcing the player to use their floodlight to uncover potential enemies/power-ups etc. (which all share the same sprite while covered by […]
Comment for 3rd blogpost
URL: https://whitechocoboy.wordpress.com/2018/02/22/scrum-yay-or-nay/
My comment:
Hi Wiktor,
Interesting blogpost! I think your summary of how scrum works and what it’s comprised of is very nice and seems like a good way to introduce the topic. The image is also a great way of adding to the explanation of what teams hope to achieve with scrum.
In relation to how scrum has impacted your group’s work, it could have been elaborated on slightly more perhaps. Discussing both negative and positive experiences is very interesting, but it would […]
Comment for 3rd blogpost
URL: https://whitechocoboy.wordpress.com/2018/02/22/scrum-yay-or-nay/
My comment:
Hi Wiktor,
Interesting blogpost! I think your summary of how scrum works and what it’s comprised of is very nice and seems like a good way to introduce the topic. The image is also a great way of adding to the explanation of what teams hope to achieve with scrum.
In relation to how scrum has impacted your group’s work, it could have been elaborated on slightly more perhaps. Discussing both negative and positive experiences is very interesting, but it would […]
Comment for 2nd blogpost
URL: https://hangningdevourer.wordpress.com/2018/02/15/level-generator/
My comment:
Hi Hangning!
I think you have done well in explaining what you have been working on. Especially the comparison between the different options you had for creating a level pattern adds nicely to both why and what has been done. Perhaps you could have explained how a level in your game is supposed to look and what it would be comprised of? – Just to elaborate a little further on what you wanted to achieve – if there is a […]
Comment for 2nd blogpost
URL: https://hangningdevourer.wordpress.com/2018/02/15/level-generator/
My comment:
Hi Hangning!
I think you have done well in explaining what you have been working on. Especially the comparison between the different options you had for creating a level pattern adds nicely to both why and what has been done. Perhaps you could have explained how a level in your game is supposed to look and what it would be comprised of? – Just to elaborate a little further on what you wanted to achieve – if there is a […]
Scrum on!
For our game, we have been using the Scrum framework to secure steady development.
Scrum is a framework that integrates many ideas from different sources, and the goal is to facilitate an iterative development process (Agile Game Development with Scrum, p. 38). Scrum and Agile development came about as the software industry evolved. For some time, Waterfall development methodology was the go-to methodology for many companies, but as the industry evolved and demands increased, a backlash against this kind of methodology […]
Scrum on!
For our game, we have been using the Scrum framework to secure steady development.
Scrum is a framework that integrates many ideas from different sources, and the goal is to facilitate an iterative development process (Agile Game Development with Scrum, p. 38). Scrum and Agile development came about as the software industry evolved. For some time, Waterfall development methodology was the go-to methodology for many companies, but as the industry evolved and demands increased, a backlash against this kind of methodology […]
Cannot Kill the Battery!
This week I’ve been working on a “battery”-mechanic for our group’s (Bugbear!) game “Umibōzu”. Until now, the player has been able to use the floodlights at will, which unbalances the game by making it possible to “spam” the floodlight, rendering powerups and other mechanics trivial. This is also a problem because it contradicts our aesthetic goal of “mystery”. To rectify, we decided that it is time to implement a “battery”-mechanic which shows a meter or similar, giving visual feedback, so […]
Cannot Kill the Battery!
This week I’ve been working on a “battery”-mechanic for our group’s (Bugbear!) game “Umibōzu”. Until now, the player has been able to use the floodlights at will, which unbalances the game by making it possible to “spam” the floodlight, rendering powerups and other mechanics trivial. This is also a problem because it contradicts our aesthetic goal of “mystery”. To rectify, we decided that it is time to implement a “battery”-mechanic which shows a meter or similar, giving visual feedback, so […]
Up the power-ups!
This week I have been working on the first ‘power-up’ to be featured in our game.
The creation of the power-up is twofold: Firstly, a base power-up Unity-gameobject had to be created. Secondly, a specific power-up had to be created which somehow changed the dynamics of the game, as according to the MDA framework. The base power-up will work as a template for future power-ups that are going to change the dynamics in different ways. Our group agreed that it would […]
Up the power-ups!
This week I have been working on the first ‘power-up’ to be featured in our game.
The creation of the power-up is twofold: Firstly, a base power-up Unity-gameobject had to be created. Secondly, a specific power-up had to be created which somehow changed the dynamics of the game, as according to the MDA framework. The base power-up will work as a template for future power-ups that are going to change the dynamics in different ways. Our group agreed that it would […]