Showing posts with label scrum. Show all posts
Showing posts with label scrum. Show all posts

Thursday, December 5, 2013

Week 10/11 Feedback

Mostly minor things. General feed back was that the game looks really good.

Sell Presentation:

  • Elaborate more on audience
  • Why should someone play our game vs other games?
  • Possibly go from demo to more detail about the game
  • Talk about future plans
  • Address replayability and game time
  • Talked about LEG before it was introduced. Stop that.
    • And stop saying gun.
  • Add to intro slides "All you have is a flashlight"
  • Address why the player isn't shooting the Alien in the demo. Say this in presentation.
  • Almost too easy to power Reactor, add more of a challenge.
  • More creature noises. We don't want them sneaking up from behind.
Scrum:
  • Sound is weak, improve both effects and as a mechanic (not for next week, but term)
  • GDD isn't just what you've done, but where you're taking the game. What enhancements are coming?
  • Address player feedback in the presentation. Give summaries of feedback, and tell us where the game is going.


Note: Maybe we could make it so that the Creature hates light and wants to destroy it/put it out? This would explain why he follows light orbs. We could eventually have an animation of a creature ripping a power station out of the wall. That would be cool.

Thursday, November 7, 2013

11/7 Class Feedback

Today we presented our week 7 scrum. Overall feedback was positive and we've made some great progress. Things we need to work on over the next few weeks are implementing sound effects, getting animations in, and texturing the world and objects.

A lot of players seemed to be confused about what exactly the generator was, and they had trouble figuring out what to do once getting out of the intro room.

We also need to figure out a way to convey to the player that the monster should not be shot, and can't be killed. While most people figured this out on their own, most players attacked it first.

We also need to work on the alien's vision distance. Right now, in the dark, he can see you from very far away. Originally, we wanted the monster to be pretty blind in the pitch black parts of the game, and it would only find you if it bumped into you in the dark. However, he'd have no problem seeing you from a distance if you were standing in light.

We need to polish up these aspects of the game, but so far so good.

Tuesday, October 22, 2013

Progress On Environment Modeling -- Week 04

This is the first version of a energy room model I made. And it's also the first room model I made for games. I say it's looking not bad.


We decided to make each trunk of the environment by 10s. This room is made out of a 30 by 30 box. I cut all 4 corners to make it a 8-sided room.

The benefit is pretty obvious, I can make things and duplicate them by 90 or 45 degrade angles.

Just heard from Dylan that the pipes are too high poly, I guest it's time to smooth things up!

Thursday, October 10, 2013

Oct 10 Class Meeting Feedback

Today we presented our first 5 minute sell presentation, our prototype, and scrum presentations from the past two weeks.

We got some valuable feedback for all of them, which Jon wrote down and I'm recording here.

Feedback on our Sell Presentation

  • Have a more interesting, not all-black background
  • Include more images
  • Have some kind of teaser in the beginning
  • The title slide should have a tag line
  • Realism - it isn't unique
    • Be careful with setting the bar in relation to big-name games
  • Go more in-depth on sound and light
  • "Story" instead of where & when
    • Character portrait sketch
    • Research station sketch
  • Paint a consistent mental picture for each person in the audience
  • Relate 'who it's for' with fans of other games
  • Why we are making it/marketing, why people will buy
  • What does the player...
    • do?
    • know?
    • see?
    • how do they know it?
    • why is it fun?
  • Potential design idea: monster consumes energy orbs, gets energy/speed/power
    • Perhaps in the dark, player's cant tell the difference between colors, possible puzzle?
  • Whole team participates in next sell
Feedback on Scrum Presentations
  • Background has same problems as sell
  • Role-specific tasks (who's doing what)
  • Don't jump back and forth between things (Don!)
  • Sufficient detail on how things were done
    • Videos of animations
    • Psuedo code
    • Pics of models
    • Give enough detail for critique