Author Archives: Vidar Grönros

About Vidar Grönros

2017 Project Management

Blog 6 #Postmortem

So the course is over and our game is as done as it gets.
If you want to play it before reading this last blog post you can follow this link
https://avokadomos.itch.io/navisy-creatures-of-the-deep
First of I want to give a big thanks to my team we pulled through and even thought we had to cut one feature(second enemy), We have a great product that i personally am very proud of as my first game. Its also fun to note that it has […]

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Blog 6 #Postmortem

So the course is over and our game is as done as it gets.
If you want to play it before reading this last blog post you can follow this link
https://avokadomos.itch.io/navisy-creatures-of-the-deep
First of I want to give a big thanks to my team we pulled through and even thought we had to cut one feature(second enemy), We have a great product that i personally am very proud of as my first game. Its also fun to note that it has […]

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Blog 5 #Playtest survey

During this course we have had 2 playtest sessions with the other groups, one alpha and one beta. Our group has had a setup of 2 computers running the game were people walking by could sit down and play. At each computer we had a team member helping out with questions sense during the alpha our game had 0 tutorials and you needed to alt+f4 to quit and restart. After the testers felt finished they got to fill in a […]

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Blog 5 #Playtest survey

During this course we have had 2 playtest sessions with the other groups, one alpha and one beta. Our group has had a setup of 2 computers running the game were people walking by could sit down and play. At each computer we had a team member helping out with questions sense during the alpha our game had 0 tutorials and you needed to alt+f4 to quit and restart. After the testers felt finished they got to fill in a […]

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comment 6 #Demirsson Ilter, August

https://gamedesign673637781.wordpress.com/2018/03/19/postmortem/
“Hello!
I like how you have thought about the problems with the game. But I noticed that the blog does not contain any successes, this gives the blog a very negative tone and I would really have enjoyed reading about what went well after I read about the problems you ran into.
I also what to add that the game time might have been to long for this specific game sense the level did not contain that much content, this is […]

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comment 6 #Demirsson Ilter, August

https://gamedesign673637781.wordpress.com/2018/03/19/postmortem/
“Hello!
I like how you have thought about the problems with the game. But I noticed that the blog does not contain any successes, this gives the blog a very negative tone and I would really have enjoyed reading about what went well after I read about the problems you ran into.
I also what to add that the game time might have been to long for this specific game sense the level did not contain that much content, this is […]

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Comment 5 #Rosén, Nicklas

https://nicklasrosen.wordpress.com/2018/03/08/blog-post-5-playtesting/
“Thanks for adding how the playtest were conducted, its very nice to know for people wo weren’t present.
When it comes to the problem of adding a tutorial, was adding a voice actor your first and only choice or did you have other options? I like the idea of adding a voice actor as the tutorial, I personally think it is one of the ways to add information whilst not removing the player from the experience but immersing the player […]

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Comment 5 #Rosén, Nicklas

https://nicklasrosen.wordpress.com/2018/03/08/blog-post-5-playtesting/
“Thanks for adding how the playtest were conducted, its very nice to know for people wo weren’t present.
When it comes to the problem of adding a tutorial, was adding a voice actor your first and only choice or did you have other options? I like the idea of adding a voice actor as the tutorial, I personally think it is one of the ways to add information whilst not removing the player from the experience but immersing the player […]

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Comment 4 #Rosenberg, Erik

http://blog.erikrosenberg.se/2018/03/01/post-4-introducing-features-to-the-player/
“Very good that your team noticed that players have a hard time to comprehend all the abilities given to them – and not just assuming that they are “bad players” or “noobs”.
Some kind of tutorial makes sense to have, however could it have been at the start of level one? Or was it necessary to have it as its own level? While both ways have their pros and cons I would be interested in if your team had the […]

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Comment 4 #Rosenberg, Erik

http://blog.erikrosenberg.se/2018/03/01/post-4-introducing-features-to-the-player/
“Very good that your team noticed that players have a hard time to comprehend all the abilities given to them – and not just assuming that they are “bad players” or “noobs”.
Some kind of tutorial makes sense to have, however could it have been at the start of level one? Or was it necessary to have it as its own level? While both ways have their pros and cons I would be interested in if your team had the […]

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Comment 3 #Pszenny, Krzesimir

https://krzesimirsite.wordpress.com/2018/02/22/how-spring-planning-helps-rakshasa/
“Having one week sprints were all team members also have minors to attend has been a struggle for all groups, So its very nice to read that your group is happy with the way you managed to set it up.
You mentioned in the post that you have had to harshly pressure the team to attend the daily stand-up meetings, Did you ever have a informational meeting were you discussed the importance of these meetings when some of the members […]

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Comment 3 #Pszenny, Krzesimir

https://krzesimirsite.wordpress.com/2018/02/22/how-spring-planning-helps-rakshasa/
“Having one week sprints were all team members also have minors to attend has been a struggle for all groups, So its very nice to read that your group is happy with the way you managed to set it up.
You mentioned in the post that you have had to harshly pressure the team to attend the daily stand-up meetings, Did you ever have a informational meeting were you discussed the importance of these meetings when some of the members […]

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Comment 2 #Pechanec, Karel

https://kape1559.wordpress.com/2018/02/15/flip-a-paper-prototype-to-digital-in-5-days/comment-page-1/#comment-4
“Very interesting blog post.
I love the idea of testing the Teams abilities from the start with making a paper prototype into a digital one, this seems to have given you valuable information into how well your team could perform. Sense you don’t write why its was delivered late I am going to assume it was because that the members did not have the technical knowledge to create it. However, could it also be because you made the paper […]

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Comment 2 #Pechanec, Karel

https://kape1559.wordpress.com/2018/02/15/flip-a-paper-prototype-to-digital-in-5-days/comment-page-1/#comment-4
“Very interesting blog post.
I love the idea of testing the Teams abilities from the start with making a paper prototype into a digital one, this seems to have given you valuable information into how well your team could perform. Sense you don’t write why its was delivered late I am going to assume it was because that the members did not have the technical knowledge to create it. However, could it also be because you made the paper […]

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Comment 1 # Kemppainen, Anders

https://andersdotgames.wordpress.com/2018/02/08/post-1-360-no-scoping-the-project/
“It is very fun to see that your group picked something else than behemoth and that boaty concept document.
your blog starts with listing things that are going to be hard for your group to accomplish, and as soon as the project started you had to bring out the chainsaw to cut features. Were these things you thought of before or after you agreed on picked the concept document?
If this is something you and your group noticed after I […]

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Comment 1 # Kemppainen, Anders

https://andersdotgames.wordpress.com/2018/02/08/post-1-360-no-scoping-the-project/
“It is very fun to see that your group picked something else than behemoth and that boaty concept document.
your blog starts with listing things that are going to be hard for your group to accomplish, and as soon as the project started you had to bring out the chainsaw to cut features. Were these things you thought of before or after you agreed on picked the concept document?
If this is something you and your group noticed after I […]

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Blog 3 #Scrum

During this project we are working with scrum, in this post i will first list how we structured our weeks with scrum and list how it has helped our production, some problems we ran into and how we solved them and also some problems we ran into but never solved.
Week structure
Sprint planning, Monday at 10:00.
During sprint planning we all decided on the goal for the week and picked items from the backlog to work on that matched the goal.
each member […]

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Blog 3 #Scrum

During this project we are working with scrum, in this post i will first list how we structured our weeks with scrum and list how it has helped our production, some problems we ran into and how we solved them and also some problems we ran into but never solved.
Week structure
Sprint planning, Monday at 10:00.
During sprint planning we all decided on the goal for the week and picked items from the backlog to work on that matched the goal.
each member […]

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Blog 4# Teaching the player to boat.

In this post we will go over how we ended up teaching our players the mechanics of the game. While reading this it is good to know that our goal was to have a immersive game, and we wanted the player at no point to be taken out of the game by pausing it or creating a tutorial level (ocean with borders) to break the immersion of the endless ocean.
During our playtests we one of the biggest problems were players not […]

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Blog 4# Teaching the player to boat.

In this post we will go over how we ended up teaching our players the mechanics of the game. While reading this it is good to know that our goal was to have a immersive game, and we wanted the player at no point to be taken out of the game by pausing it or creating a tutorial level (ocean with borders) to break the immersion of the endless ocean.
During our playtests we one of the biggest problems were players not […]

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Our infinite ocean.

This post will dive in to the thoughts and decision making behind my team finally deciding on create an infinite level for our game.
In the Concept document my team and I picked the high concept says:
“You are an adventurer attempting to navigate a boat through a thick fog on a journey to find a mysterious entity.”
According to the document the idea was then to let the player move in all directions but that the level would scroll from the top. […]

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Our infinite ocean.

This post will dive in to the thoughts and decision making behind my team finally deciding on create an infinite level for our game.
In the Concept document my team and I picked the high concept says:
“You are an adventurer attempting to navigate a boat through a thick fog on a journey to find a mysterious entity.”
According to the document the idea was then to let the player move in all directions but that the level would scroll from the top. […]

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Blog

 

Good company in a journey makes the way seem shorter. — Izaak Walton

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Blog

 

Good company in a journey makes the way seem shorter. — Izaak Walton

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