Browsing 'Programming': Posts from Game Design and Programming
Blog comment 18-02-20
Bolg:
http://blog.erikrosenberg.se/2018/02/15/post-2-using-play-testing-feedback/
Comment:
Hi, Eric! It is really nice to read your blog! Also, I really liked the part that you quoted from the MDA framework and the book Fundamental of Game Design. This is a great way to combine your ideas with the ideas in this book or the MDA framework.
In this blog post, you mentioned three main feedback that you got from the playtesting. Through this, I see that you have a really good summary of feedbacks, but it […]
Blog comment 18-02-20
Bolg:
http://blog.erikrosenberg.se/2018/02/15/post-2-using-play-testing-feedback/
Comment:
Hi, Eric! It is really nice to read your blog! Also, I really liked the part that you quoted from the MDA framework and the book Fundamental of Game Design. This is a great way to combine your ideas with the ideas in this book or the MDA framework.
In this blog post, you mentioned three main feedback that you got from the playtesting. Through this, I see that you have a really good summary of feedbacks, but it […]
Week #6 – The Postmortem
What is the end result and what have you learnt?
A tough question to answer outright, but since so much has changed within the last ten weeks I hope I can outline what I have learnt and the end results of my first game project.
I spent most of my time working on the project in tandem with learning Unity as we went along. Every problem we faced in the production phase was a new challenge for my fellow programmer and I […]
Week #6 – The Postmortem
What is the end result and what have you learnt?
A tough question to answer outright, but since so much has changed within the last ten weeks I hope I can outline what I have learnt and the end results of my first game project.
I spent most of my time working on the project in tandem with learning Unity as we went along. Every problem we faced in the production phase was a new challenge for my fellow programmer and I […]
Postmortem
After eight weeks of teamwork and every group members’ efforts, we finally completed the development of this shoot’em up game. I believe that everyone has learned something that they can help themselves in future studies or work from this experience. I also believe that everyone is eager and ambitious for the next arcade game project.
This is a menu screenshot of the final version of our game:
I can say that our team and I are satisfied with the final version of our game.
Similarly, we […]
Postmortem
After eight weeks of teamwork and every group members’ efforts, we finally completed the development of this shoot’em up game. I believe that everyone has learned something that they can help themselves in future studies or work from this experience. I also believe that everyone is eager and ambitious for the next arcade game project.
This is a menu screenshot of the final version of our game:
I can say that our team and I are satisfied with the final version of our game.
Similarly, we […]
Post Mortem Shoot ‘em Up
Greetings once again!
This week I will discuss the overall result of the 10 weeks of production that went into our Shoot ‘em Up game ”Beelonging”. My role in the project was Lead Programmer.
The game was a ”Side-Scrolling” shooter in which you played as a Bee and was hindered on your way to the beehive by enemies such as Flies, Spiders, Wasps, and Dragonflies. The game included a scoring system and a power-up mechanic in the form of a formation as […]
Post Mortem Shoot ‘em Up
Greetings once again!
This week I will discuss the overall result of the 10 weeks of production that went into our Shoot ‘em Up game ”Beelonging”. My role in the project was Lead Programmer.
The game was a ”Side-Scrolling” shooter in which you played as a Bee and was hindered on your way to the beehive by enemies such as Flies, Spiders, Wasps, and Dragonflies. The game included a scoring system and a power-up mechanic in the form of a formation as […]
Comment #6
Hey Hampus, this is Guy from Wendigo, let’s get this last blog post over with!
Your summary of your developement process was very interesting to read, and the criticism you raise towards your group and yourself shows a high level of introspection and willingness to improve, which in turn shows great strength of character. I also really liked reading about your creative process and goals, describing the feel of your game as that of a horror film where the protagonist is […]
Comment #6
Hey Hampus, this is Guy from Wendigo, let’s get this last blog post over with!
Your summary of your developement process was very interesting to read, and the criticism you raise towards your group and yourself shows a high level of introspection and willingness to improve, which in turn shows great strength of character. I also really liked reading about your creative process and goals, describing the feel of your game as that of a horror film where the protagonist is […]
Commenting on “Fear is in me” Postmortem – by Krzesimir Pszenny
Link to the original post: https://krzesimirsite.wordpress.com/2018/03/20/fear-is-in-me-postmortem/#respond
Krzesimir’s post describes what he learned from his experience as a project manager over the course of the development of his game “Fear is in me”. His post is well structured as it goes over the successes and faults of his project and goes well into detail on what he learned as a project manager, from the mistakes that were made over the course of the project. He not only talks about how he or his […]
Commenting on “Fear is in me” Postmortem – by Krzesimir Pszenny
Link to the original post: https://krzesimirsite.wordpress.com/2018/03/20/fear-is-in-me-postmortem/#respond
Krzesimir’s post describes what he learned from his experience as a project manager over the course of the development of his game “Fear is in me”. His post is well structured as it goes over the successes and faults of his project and goes well into detail on what he learned as a project manager, from the mistakes that were made over the course of the project. He not only talks about how he or his […]
Aetherial post mortem
In retrospective I am generally quite happy with the overall development of ‘Aetherial’, of course there are things that could have gone more smoothly or been better, but considering this was our first project of that size I am quite happy with the results.
The final product had a lot of improvements, visually and mechanically, since the beta version of the game. Most of the negative feedback we got was addressed in one of the last sprints and a lot of […]
Aetherial post mortem
In retrospective I am generally quite happy with the overall development of ‘Aetherial’, of course there are things that could have gone more smoothly or been better, but considering this was our first project of that size I am quite happy with the results.
The final product had a lot of improvements, visually and mechanically, since the beta version of the game. Most of the negative feedback we got was addressed in one of the last sprints and a lot of […]
Final days and postmortem
Hello, this is once again the infamous Guy Dimor of Team Wendigo, and for the final blog post (yay!!!) I will talk about the final stages of developement of Umibozu and attempt to summarize the experience as a whole.
Going into the last week of production, I had very little left to actually add to the game, as most of everything was already complete. With my group’s agreement, I decided to focus mostly on bug-fixing, polishing and implementing the remaining assets. […]
Final days and postmortem
Hello, this is once again the infamous Guy Dimor of Team Wendigo, and for the final blog post (yay!!!) I will talk about the final stages of developement of Umibozu and attempt to summarize the experience as a whole.
Going into the last week of production, I had very little left to actually add to the game, as most of everything was already complete. With my group’s agreement, I decided to focus mostly on bug-fixing, polishing and implementing the remaining assets. […]
Beelonging: A Postmortem
This post has been updated 21/05/2018
So we just finished our first Game called “Beelonging” (If you want, you can play it here). 10 Weeks ago
we picked a concept for a shoot em up game about a bee swarm saving its hive from the evil bear, fighting various insect enemies and now we are finally done making this vision come true and additionally changing a few design decisions and releasing our game.
Beelonging now […]
Beelonging: A Postmortem
This post has been updated 21/05/2018
So we just finished our first Game called “Beelonging” (If you want, you can play it here). 10 Weeks ago
we picked a concept for a shoot em up game about a bee swarm saving its hive from the evil bear, fighting various insect enemies and now we are finally done making this vision come true and additionally changing a few design decisions and releasing our game.
Beelonging now […]
Commenting on “What improvments brought from playtesting” by Kaijun-Quilin
Original Post: https://kaijunqilin.wordpress.com/2018/03/08/what-improvments-brought-from-playtesting/
Kaijun talks about the two different playtest sessions and what his team has found out about their game. I think the post is well structured as he talks about the first set of questions and their results in the beginning. And then the second set of questions in the end. His groups also made the same experience as my group that while feedback is important, it is almost as important for the developers to watch the testers play their […]
Commenting on “What improvments brought from playtesting” by Kaijun-Quilin
Original Post: https://kaijunqilin.wordpress.com/2018/03/08/what-improvments-brought-from-playtesting/
Kaijun talks about the two different playtest sessions and what his team has found out about their game. I think the post is well structured as he talks about the first set of questions and their results in the beginning. And then the second set of questions in the end. His groups also made the same experience as my group that while feedback is important, it is almost as important for the developers to watch the testers play their […]
Playtesting and Aetherial
Playtesting has had a huge impact on our workflow and design decisions. More specifically once we started getting feedback from people who actually played our game we started to realize what problems it had that we hadn’t thought about before. This might be due to a lack of Quality Assurance within our group, but I think it is also always important to get a different opinion from someone outside the development team.
This is not as true for the second playtesting […]
Playtesting and Aetherial
Playtesting has had a huge impact on our workflow and design decisions. More specifically once we started getting feedback from people who actually played our game we started to realize what problems it had that we hadn’t thought about before. This might be due to a lack of Quality Assurance within our group, but I think it is also always important to get a different opinion from someone outside the development team.
This is not as true for the second playtesting […]
Dev Blog 6, Post Mortem
Edit:
In my original post I didn’t describe how the final game turned out, so I’m making this edit to correct that.
The game is a top down auto-scroller. The design is based on a concept document for a Shoot ‘Em Up (SHMUP) created by another team at the education. Their concept was based around having “mystery” be their main aesthetic, and that had a major influence on the design choices we made when turning the concept into a game.
The player controls […]
Dev Blog 6, Post Mortem
Edit:
In my original post I didn’t describe how the final game turned out, so I’m making this edit to correct that.
The game is a top down auto-scroller. The design is based on a concept document for a Shoot ‘Em Up (SHMUP) created by another team at the education. Their concept was based around having “mystery” be their main aesthetic, and that had a major influence on the design choices we made when turning the concept into a game.
The player controls […]