Sunday, October 28, 2007

Week 8/9: Weekly Assessment

Dates for Meetings:
Good news! The project due date has been extended to week 15, so we all can rearrange our schedules a little bit. The team met during the lab (Oct 23) to discuss the project and its new due dates.

The project has now been shifted from using the GameMaker engine to the XNA engine. Though this is a harder engine to program for, we feel the extra time will help us; GameMaker was altogether too restricting for what we want to accomplish.

Accomplished this Week:
I have accomplished the following for this week:
• Finished up about 90% of the art. I took a bit of a breather with the art, now that the due date has been extended. I mostly created front view shots of all the characters. I showed these to my teammates, and they seem to approve, yay.
• Continued working on the "throw" animation stills. I came up with a variety and have been picking and choosing what I like/don't like.
• Started on lineart for the backgrounds (Psychic's).

Tasks for Next Week:
As it has been for the last two weeks, my main task will be, surprise surprise, more art. Lineart for the characters' throws and the Psychic room are what will be worked on. I have the curtains drawn up and some wall decorations created in the Psychic room. The rooms will be broken down into a foreground and background, with the background being untouchable and the foreground a giant version of tables and such.

(will post a "to-scale" image later tomorrow for clarification)

Presentation Critiques #1

Ant Lion Prototyping
Playtest group: SIAT students
Where: Research room, sat next to subjects and took notes.
Mechanics:
• Model: board game –moving across board to escape predator or to escape prey through player’s dice rolls, physical movement of avatars.
• Strangely: no starting point at the beginning of the game –setting up one would be more intuitive regarding gameplay for the user. This probably lead to players saying the gameplay was “random”.
• Rules are slightly misleading –do not recall how they were misleading during presentation.
• Fairly balanced game –game is neither too hard to overcome nor too easy to breeze through.

Dynamics:
• Main problem: need to add more features.
• Game needs more obstacles for the player to overcome in order to keep playing.
• It would be interesting to play as anteater as well (different perspective)
• As the game continued, it became apparent the random function did not work due to poorly mapped dice.
• No “special squares” –power ups/downs

Aesthetics:
• Fantasy/challenge/strategy-survival game
• Emotional response: generally easy to understand though initially confusing
• Did not see much art at all during presentation.
• Originality: new spin on old concept of predator vs prey = good.




Fins of Fury

Playtest group: SFU students in their 20s
Where: On campus and at home
Mechanics:
• Model: four level hex grid board game with each level representing the tadpole’s growth into a frog. Dice rolling is main mechanic, along with moving the piece on the board.
• Rules were explained by both the team and by a set of written instructions.
• Game is balanced: gradual leveling up that will not overpower user.
Dynamics:
• Game is reasonably challenging as levels progress with a straightforward strategy.
• Problems: having more enemies pop up keeps the game from getting too slow; adding mini games/puzzles would keep user interest; including some weapon variation would also give the user more incentive to kill (this is a big problem right now).
Aesthetics:
• Fantasy/challenge/power-seeking game
• Emotional response: hard at the beginning when first playing but it gradually gets easier –changing the wording of the rules might help here. Also, some people didn’t like having to physically roll the dice –maybe one person could have been the computer AI and rolled it for them.




Mizu
Playtest group: SFU students
Where: Research room
Mechanics:
• Model: board game that imitates a side-scrolling adventure. Player and AI roll dice; player moves their own avatar.
• Rules: written instructions.
• Balanced game: provides enough challenge and things to do; the boss is also challenging enough –the player can win or lose against it.
• Digital game: splash power gauge, movement with keyboard
Dynamics:
• “Splash” attack whose level of power is determined by the die.
• Problems: roll of die takes away ability to make decisions (ie: why use a lower level of power when you could use a higher one when the die number is also high?). Major problem: paper prototype couldn’t exactly match mechanic they had in mind.
• Suggestions: expand on the role of the turtle as a transportation vehicle (maybe it gives power ups); add in-game power ups to help player.
Aesthetics:
• Fantasy/narrative/discovery kind of game.
• Very cute artwork!
• Emotional response: straightforward, not really confusing, though adding more elements would make it smoother (?).




Untitled
Playtest group: variety (programmer, engineer, designer from SFU)
Where: At home
Mechanics:
• Model: board game with the player rolling the dice and physically moving their avatar.
• Rules: unclear how they were presented.
• Balanced game: it appears to be well-balanced, though this is also unclear.
Dynamics:
• Different character types/classes; the group was testing to make sure their attributes made sense, as well as their special attack.
• Variety of mini games.
• Problems: too many puzzles!; turned-based strategy is annoying; the game needs more pick-ups in order to advance, as the skills are underpowered; there needs to be harder enemies. Their problems seem to be ones that need minor tweaking and programming in the digital version, especially since they’re using a tailor-made engine.
Aesthetics:
• Power/discovery/adventure-fantasy based game.
• Did not see any artwork at all.
• Emotional response: the playtest group seemed to be a bit annoyed (see the problems above). It is also unclear if they managed to get through the game.

Monday, October 22, 2007

Week 6/7: Weekly Assessment

Dates for Meetings:
For this week, the team discussed their tasks during Tuesday’s lab (October 16th) and decided a further meeting was not necessary. We decided the game is to be created in Game Maker.

Each person had their own task:
• Art: Geri (levels, GUI) and myself (character art)
• Alpha: Scott and Darrell
• Research on mechanics of game (ex: fog of war): Jack

Accomplished this Week:
I have accomplished the following for this week:
• My main task was creating advanced concept art for all characters. I’ve developed artwork for the front, side (left and right) and back views for 10 of the 14 characters. They’ve been created digitally in Adobe Illustrator. See the images below for some samples.
• Started on very basic storylines for the characters.
• Sketched out poses for “throw” animation stills.

Tasks for Next Week:
My main task for next week is to continue working on the art, and in particular, the animation stills for the poses. I’ve set a self-deadline for the animation stills (Friday of this week) and will send them out to Scott to animate. I’ll also be transferring the levels sketches that Geri completed into Illustrator as well.

Sample Images:
http://www.sfu.ca/~smyin/cheerleader.png
http://www.sfu.ca/~smyin/gypsy.png

Monday, October 15, 2007

Week 5/6: Weekly Assessment

Dates for Meetings:
The main meeting this week was the one I had with Scott on Thursday, October 11th. The game board complete, we ran a small crash test session, in which we found a few things that were wrong with our game.

First of all, the game was far too long. We went through 3 rounds (out of 5) and that took about an hour. We attributed this to the game board’s grid –it was far too large. So, we decided to shrink it three columns.

Secondly, the character attributes and food cards were vague and somewhat confusing (at least, to me). It took a long time for Scott to “sink” one of my characters, even though he had an additional turn. This was mostly due to the element of chance. We decided we either had to change the attributes or remove them. The food cards also didn’t help the players in the game.

Finally, the number of turns per round was limiting. By the time we used up our turns, all the status effects would vanish and the opponent’s character would still be standing. We decided to allot a larger number of turns so that the chance of eliminating characters was higher.

Accomplished this Week:
I have accomplished the following for this week:
• Basic concept art for all characters
• Came up with levels and assigned the characters to their respective levels
• Tested the game
• Took observation notes for playtest session

Tasks for Next Week:
My main task for next week is to continue doing concept art. I’ll be working on the character and level concept art and also write up background stories for each character. The team has realised we need to define the poses for each phase of the character throwing food in order to animate it properly. We want about three set frames –the starting pose, the throw, the end pose –and the program fill in the rest.

On a personal level: thus far, I’ve been creating the art traditionally –with a pencil and paper. While that’s good for getting the basics down, I’d like to move on to creating them digitally in a program like Photoshop or Flash.

Saturday, October 6, 2007

Week 4: Paper Prototype Discussion

The group met up on the afternoon of October 1st (Week 4) in order to iron out the details regarding the paper prototype. During this session, we decided to let the user select seven characters in order to form a team (14 characters in total) and decided to use 4 types of food: sausages, peas and corn, durian (an Asian fruit) and cream pie. Each one had its own status effects: peas and corn did one damage per turn, sausages had a 50% chance of the player dealing an extra attack, durian had an area of effect ability and cream pie made the user lose their turn. I drew the characters, while Jack and Geri took care of the food art.

The paper prototype, which was decided upon to resemble the existing Battleship game, obviously required a board. Scott and Darrell created one but decided it was lacking, so creating a new one was Jack and Darrell’s task, while Geri’s was to finalise the character cards. Scott and I were to create the game pieces.

Below is some very basic character art of a Kung Fu Fighter:
http://www.sfu.ca/~smyin/kungfu.jpg