Blog comment 4
Good job Tomas,
Great ideas for a boss fight! The culmination of ideas are great, unfortunate that it hasn’t been tested yet. It is clear that you have a concise idea of the boss “fight” and it is also clear why you want to implement the whirlpools and in what way you believe this will impact the actual gameplay here. It is an interesting way to depict the boss. I found it interesting that you had a completely different view of […]
Blog comment 4
Good job Tomas,
Great ideas for a boss fight! The culmination of ideas are great, unfortunate that it hasn’t been tested yet. It is clear that you have a concise idea of the boss “fight” and it is also clear why you want to implement the whirlpools and in what way you believe this will impact the actual gameplay here. It is an interesting way to depict the boss. I found it interesting that you had a completely different view of […]
Comment #6
Comments On Others Blogs
Original post here: https://joakimmalmstrom.wordpress.com/2018/03/16/design-blog-6/comment-page-1/
Incredibly well structured dude! A fun read. As a designer myself (Hi btw!) it’s so interesting reading about other people going through the same problems I did. Sounds like your level design was a real treat and names like “night level” and “shield level” really sells me on the fact that you had actual thought put into these and reasons why you designed the levels the way you did.
Just in general it’s very fun to […]
Comment #6
Comments On Others Blogs
Original post here: https://joakimmalmstrom.wordpress.com/2018/03/16/design-blog-6/comment-page-1/
Incredibly well structured dude! A fun read. As a designer myself (Hi btw!) it’s so interesting reading about other people going through the same problems I did. Sounds like your level design was a real treat and names like “night level” and “shield level” really sells me on the fact that you had actual thought put into these and reasons why you designed the levels the way you did.
Just in general it’s very fun to […]
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 […]
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 […]
Comment on Blog Post #6
Hi Natali! Sorry for the late comment!
I played your game on the final playtesting, and I really enjoyed it. I agree that you really hit it out of the park with the artstyle! I really think it fits the theme of the game, and it sounds like that is in no small part thanks to the great system you had for working together. It seemed like, even though you didn’t work physically together, that you really had some good teamwork […]
Comment on Blog Post #6
Hi Natali! Sorry for the late comment!
I played your game on the final playtesting, and I really enjoyed it. I agree that you really hit it out of the park with the artstyle! I really think it fits the theme of the game, and it sounds like that is in no small part thanks to the great system you had for working together. It seemed like, even though you didn’t work physically together, that you really had some good teamwork […]
Lycanthrope: Post Mortem
Hello! My name is Mattias Borgqvist and I am currently working on a shoot ‘em up game based on the concept document “A game of beelonging” by group Ouroboros.
Here we are at the end of the course with our Shoot ‘em up game developed and finished. It has been a journey that I am glad that I could be a part of, before this project I could never in my life imagine that I would be able to do what […]
Lycanthrope: Post Mortem
Hello! My name is Mattias Borgqvist and I am currently working on a shoot ‘em up game based on the concept document “A game of beelonging” by group Ouroboros.
Here we are at the end of the course with our Shoot ‘em up game developed and finished. It has been a journey that I am glad that I could be a part of, before this project I could never in my life imagine that I would be able to do what […]
Comment on Blog Post #5
Hello! Sorry for the late reply.
I enjoyed reading through your blog post, and I think you really bring up some good points. Especially the one about filtering out whichever comments you deem ”good” and whichever comments you think are ”bad”. Not all changes that are proposed to you would actually be beneficial to your game, in some cases it won’t work with the rest of the gameplay. It would have been interesting if you had added some data from the […]
Comment on Blog Post #5
Hello! Sorry for the late reply.
I enjoyed reading through your blog post, and I think you really bring up some good points. Especially the one about filtering out whichever comments you deem ”good” and whichever comments you think are ”bad”. Not all changes that are proposed to you would actually be beneficial to your game, in some cases it won’t work with the rest of the gameplay. It would have been interesting if you had added some data from the […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]