27 November 2007

FoF weekly update #7

This week, on Fins of Fury ...
  • I met up with Angie on Tuesday and did sound recording for baby Tad's voice.
  • Had a 'reading' session with Peter on Wednesday with the Torque books in the TA section
    • We had a few "wish we had known that" moments
  • Compiled and sent out a 'next priorities' list to the team based on our prototype testing and feedback
  • Had work session with Peter on Friday
  • I Created a new terrain environment that has building and stuff to explore
    • We used a model pack for these buildings (they are Aztek temples and the like)
Our game has made good progress since the digital testing, but still has quite a bit to go! The terrain is now fluffed out and the models and animation are all done, but the fighting still needs some work. I will hopefully be doing casual game testing once the fighting is working so that we can continue to get feedback and to make sure the game is fun.

20 November 2007

FoF weekly update #6

This week focused mostly on the digital prototype
  • I had a meeting with the team during lab on Wednesday 14
    • We worked on the prototype
    • I discussed with the TA on some collision issues
  • I had a work session with Peter on Friday 16
    • We worked on combining files and general prototype goodness
  • I worked on the GUI, so that it is more fitting to our game (more fins, less orcs!)
  • I worked on getting the terrain setup for testing (lots of stars)
    • This takes a lot longer than expected, will need some more work
  • I tested 4 people on the digital prototype
  • I wrote up and submitted the testing doc
  • We learned alot from testing, mainly how much work we have left to do

For this coming up week there is lots to do!
  • We need to incorporate the feedback from our testing
  • The terrain needs fluffing out (pretty looking at elements, more stars to collect, more enemies to fight)
  • Fighting needs to be refined, its pretty rough right now and isnt very fun

19 November 2007

Prototype Critiques 4.0

The same framework is used for the following as for the last critiques.
Note: I was not present for these presentations (I had a coop interview during class), so these critiques are based on their powerpoints, and brief discussions I had with people about what they saw during the presentations.

4.1 Aquila

Balance: Looked to be a fairly well balanced player vs player model
Model: Digital prototype played by two players over the internet (player 1 vs player 2)
Art: Simple artwork, nothing over the top, but definitely got the game across.
Mechanics: This is a player vs player internet strategy game.
Originality: Not an overly original idea (but how many are?), but still seems like it would be fun to play.
Translation to paper: Didn't have to deal with this, they had a digital prototype.

Some other notes:
  • good feedback from testers on good and bad (need to improve navigation)
  • some bugs turned out to be useful, so they don't have to take them out!
4.2 The Legend of Chopstick Chung

Balance: Looks fun, but will need some more balancing (difficulty, hit boxes, etc)
Model: Digital prototype of one of the mini games; the players goal is to grab flies with chopsticks.
Art: Decent looking artwork. I'm guessing they will be using it in the final game as well.
Mechanics: Simple, fun mechanic. In first person view, you use a pair of chopsticks to catch flies.
Originality: Looks really fun. I like the idea of mini games, especially ones you can play with friends.
Translation to paper: Didn't have to, they jumped right into digital prototype.

Some other notes:
  • lots of feedback on how to improve
4.3 Deep Field

Balance: Looked to be fairly well balanced; will be interesting to see a physical prototype changed into a digital one.
Model: Simplified and removed the original story to avoid complication and confusion. Used props to test out the mechanic.
Art: Simple, clear, hand drawn artwork.
Mechanics: You are being punched by game AI. Try to escape, and take out the games gates to stop the attacks.
Originality: Nothing overly original. They player is trying to escape from the game AI which is punching them.
Translation to paper: Used props and such instead of a paper prototype because it was more feasible to test their mechanic.

Some other notes:
  • refined game concepts as they tested
  • the team played the part of game AI
  • clear feedback to incorporate into production
4.4 Dynasty

Balance: Looked well balanced, but likely to need alot of tweaking when they introduce elements that were not in the prototype.
Model: Paper prototype, but also use a computer to enter URL's that are received as clues.
Art: Hand drawn artwork good for testing.
Mechanics: It is an RPG. They tested people that were familiar with this genre. Players got to collect clues, complete puzzles, fight monsters, and run into dead ends.
Originality: It is an educational game (I believe the only one is this class?) which is a less used genre. RPG is more common, and this is the style of their game.
Translation to paper: Translated well to paper-ish prototype.

Some other notes:
  • very well documented testing (took a peak at testing report)
  • lots of feedback on how to proceed

12 November 2007

FoF weekly update #5

  • The entire team met during the lab on Tuesday, Nov 6 and we worked on the game together. We were discussing sound and trying to get animations to import.
  • I had a work session with Peter and Kick on Thursday, Nov 8 in the open lab. We worked on the game for several hours.
  • Animations are now importing properly (thanks to Peter and Kick)
  • I created a Game Design Document at http://www.sfu.ca/~kduda/FoFgdd.pdf to make sure that everyone is on the same page with the game. There are a couple sections that need to be filled in, but it is done for the most part (though I'm sure it will change :P ).
  • I got score keeping to work in the FPS (we were having problems with it during the week). Now we can keep track of player points and when the level/model should be upgraded.

Goals for this week
  • We need to test the digital prototype by the end of this week so that we can hand in the report on Monday.
  • Proper fighting and upgrading the level/models are the most crucial for the digital prototype.

11 November 2007

Prototype Critiques 3.0

The same critique template was used as for the previous prototype presentations

3.1 Stick Ninja


Balance: Lots of game play elements (characters, categories, weapons, etc)
Model: Paper prototype with red and white dice for enemy and player odds. Simple layout.
Art: Quick sketches, nothing over the top, which is good for a prototype.
Mechanics: You can only see your own item card, and must make a judgment on whether or not you should fight your enemy.
Originality: Seems like a fairly original game. I like that there are alot of game play elements to keep it interesting.
Translation to paper: Translated well to paper prototype.

Some other notes:

  • clear goals for proceeding
  • gives player option to change their character and weapons


3.2 Zodiac War

Balance: Looked to be fairly balanced, but I don't know how much this will help them since the prototype did not closely mimic their game.
Model: Similar to street fighter.
Art: Simple, elegant artwork. Blue for player, red for enemy.
Mechanics: Turn based. One of the team members simulates game AI.
Originality: Not overly original, as it is similar to arcade style fighting games.
Translation to paper: Had a tough time translating to paper. Ended up with a turn based board game.

Some other notes:
  • Players got the hang of the game quickly
  • Got good pointers on what to improve for gameplay (attack variation, controls, pace)

3.3 Crack Quest

Balance: Ok, but needs a bit of work to keep it challenging.
Model: A digital prototype. I am not sure what engine they are using, but they appear to be modding an iglue game?
Art: Appears to be mostly what came with the game they are modding, with some of their own subbed in.
Mechanics: Run and shoot (needles are a nice touch).
Originality: Not overly original in mechanics, but the idea/story of the game is original.
Translation to paper: They did not have to deal with this since they built a digital prototype.

Some other notes:
  • comicy art feel
  • got loads of feedback from their testers about how to add to the game.

05 November 2007

FoF weekly update #4

  • This week was a little bit slower for progress because we ran into problems exporting and importing our models into the engine. We think the problem may rest with nurbs ....
  • Peter and I worked in the open lab on campus
  • I created basic terrain and added some new textures. This will more than likely not be the final terrain layout, but it will work for our prototype so we can see how everything fits together.
  • I am currently creating a more formalized game design document to make sure everyone is on the same page.
  • Our artists have created a few more fabulous models for the game (bad guys)

Goals for this week
  • Get the kinks out of importing models
  • Build a quick and dirty prototype that we can test game play elements with
  • Hopefully import some animations
  • Get sound further refined