Studio19

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Cycle 3, Activity 6. Playtest Plan. (Brittany Richards N9576428) — May 31, 2017

Cycle 3, Activity 6. Playtest Plan. (Brittany Richards N9576428)

Playtesting goals:

  • Examine the overall difficulty of the level by assessing obstacles and the speed of the enemy.
  • Check player controls are functioning correctly,
  • Determine if the game would be entertaining/ relevant to the target audience (Bob)

Attached below is the play test plan:

playtestplan

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Cycle 3, Activity 1: Player Experience Goals. (Brittany Richards, N9576428) —

Cycle 3, Activity 1: Player Experience Goals. (Brittany Richards, N9576428)

The three initial player experience goals that the studio decided on were: Cognitive, remembering, Physical, speed and Physical, agility.

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The studio decided on two favorite game ideas, the first being a game where the player is running from ‘dead’ enemies whilst collecting objectives in a temple run style game. The second idea was more fitting for our persona, Bob. The second idea we had was the player is a hero, like a knight who is escaping a dragon. The game involves jumping over obstacles like a traditional scroller type game.

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We decided that the final PX goal for mini-game 3 would be based off Heroism. A knight chased by a monster/ enemy through a series of repetitive obstacles and potentially save a princess like character by completing the level.

A list of our ‘Big Ideas’

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The reasoning behind the Studio’s decision was influenced by our chosen persona, Bob. We concluded that Bob enjoyed games where there was a will to survive, strategy and being a hero.

Types of PX the Studio are tapping into:

  • Cognitive
  • Physical

PX goals of this nature are important in the context of the two game ideas we’ve shortlisted and the target audience as they allow for a mini-game where the player can feel somewhat heroic. These two PX create a strategic and fast paced environment within the game.

Reflection Post (Brittany Richards, N9576428) — April 30, 2017

Reflection Post (Brittany Richards, N9576428)

IGB100 Reflection

 

  1. What did you learn about professional development by going through the design process?

This cycled I learned that it is difficult to get a project rolling when there is not enough communication between studio members. I also learned that choosing a topic and being thorough with an idea in early development is crucial.

  1. What did you learn about the other majors in the degree by working in mixed teams?

I discovered that the game design part of the degree is more enjoyable than what I thought. Having a mixed team has prepared me for future subjects.

  1. What did you implement in your own individual work that you found the most satisfying?

I was most satisfied with the ability to create a different form of environment that wasn’t the same as everybody else’s

  1. Do you think that there are any ethical issues attached to designing a First Person Experience inspired by recent events?

Yes as our game was inspired by the recent news of the Australian Classification Board banning/ un-banning certain games.

 

Unfortunately the end prototype has not included all discussed game mechanics. This is due to lack of communication due to illness. The final prototype was tweaked to created a shooter game.

Contributions post (Brittany Richards, n9576428) —
Prototype Artefacts — April 6, 2017
Playtest SHMUP Mini Game 1 (Genevieve Wetherspoon n96542910) — April 4, 2017

Playtest SHMUP Mini Game 1 (Genevieve Wetherspoon n96542910)

PlaytestPlanTemplate

INTERVIEW QUESTIONS

  1. What did you like best about the game?
  2. How long did it feel like you were playing for?
  3. Would you prefer more of less sound?
  4. Are there any suggestions you can make the player experience better for you?
  5. What strategies did you use to kill the enemy?
  6. What would improve your experience playing this game?
  7. How does this game fair compared to other Shoot Em Up games you have played?
  8. If there is something about the game you don’t like, please elaborate. What and Why?
  9. How would you feel if the enemy fought back by shooting?
  10. What power ups would improve the experience of the game for you?

 

Results

Ten people tested my game aged from 14 to 45 with a wide range of previous game experience ranging from little to extensive, both male and female.

After changing the Skybox just before play testing the GameObjects changed and mysterious bugs appeared. Some good which Confidants suggested to use as a power up like double player at the start of the game until the player lost their first life. This gave the player twice the fire power as one object lay over the second. There was also a random crazy bullet which shot off in what ever direction it fancied. Another bug caused the explosions to be boxes.With all known bugs fixed it was time for more play testing.

Suggested game changes included : Fix bugs,  add timer, add power ups, add more fun and sound. Confidants also made suggestions to add 2 shots to kill a specific enemy, more variety in new enemies, more Sundaes to be spawned.

Script changes included changes to sound for explosions so all the enemy have a unique explosion, Player laser sound to be added, when player lives end the game closes.

Text additions such as a timer, lives counter, opening and closing Gui would finish the game off nicely.

 

Reflection (Genevieve Wetherspoon n9654291) —

Reflection (Genevieve Wetherspoon n9654291)

Professional Development and Practice

With little to no skill of how to design or create a game it was a challenge in the beginning which was quickly alleviated by watching the Blackboard tutorials. Even though there were large gaps which were needed to create my game such as adding a Gui, Audio Script, Timers, Visuals for Starting and Ending the game a lot was covered for class convenience leaving me to find my own solutions. Which is where I found Unity has most answers for scripting if you know where to find it although with any new language practice gives you a better understanding. After completing the SHMUP my confidence has developed and I am eager to get stuck into the next project, even start turning my own ideas into reality within the game world.

 

Studio19 as a Team

Our team’s collaboration achieved a lot in little time. Focus was always repositioned to reach our daily targets while offering each other support and understanding. With the advantage of Facebook, we could communicate regularly. We all started with ideas of grandeur, which was dwarfed into what we could achieve in the time available. It didn’t take us long to find our feet, share experiences, interests and expertise with relation to Game Development. I found Studio19’s ideas to be creative, prototypal while being a little unconventional in ideas. It was exciting. With more time a better product would have been developed.

 

Self-Assessment

Having no C# experience prior to starting this subject I found it easy to understand with plenty of information available from Unity to get you out of a jam. Assets from the Unity Store were easily accessible. Any bugs arising from script errors were easily fixed with the assistance of the Unity Community and Manual. My interactions with the Studio19 team members were fruitful with everyone contributing ideas and solutions, helping each other when needed. The perspicacity of creating a SHMUP has opened many opportunities for growth and expansion of knowledge to create more refined a product. I look forward to whatever is in store in the future.

 

Ethical Considerations

As my game is directed toward small children it was made to be fun, challenging and colorful while fast paced developing fine motor skills as well as hand-eye coordination. With practice a child could develop forward thinking to detect the pattern of the enemy thus killing them faster, saving player lives, making the game last longer. By introducing a scoring system the player can then share their achievement with others competing for the highest score.

Contributions Post (Geneveive Wetherspoon n9654291) —

Contributions Post (Geneveive Wetherspoon n9654291)

Assets used in Mini Game 1 (SHMUP)

Toy Baloonship – BasicEnemyL

Party Pack – Textures for explosions, Balloons (BasicEnemyC and BasicEnemyR)

Fantasy Skybox FREE – Rotating background

01_3D (Bakery Object) – Sundae (BasicEnemyIcecream) and Hamburger (BasicEnemyBurger)

Spaceship – Texture for Player

Laser Construction Kit – Player weapon sound

Game Design and Script Assistance

IGB100 Blackboard tutorials

Unity Manual

Unity Community

 

Cycle 2 (First Person) Defining Player Experience Goals. — April 3, 2017

Cycle 2 (First Person) Defining Player Experience Goals.

Brittany Richards (n9576428)

This time around, Studio 19 brain stormed a few potential first person game ideas using recent news articles as stimuli. We narrowed these ideas down to two favorites, Uber’s driver-less cars and Video game banning. The studio decided that we would peruse the video game banning idea as our main focus for our first person game.

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We were able to identify three possible PX goals for this first person game. We decided that our game will focus on analysing information given and using social perspectives to make choices that a player believes is suitable.  The game will give the players a sense of power.

 

This PX goal features the following aspects:

  • Cognitive experience through analyisng information.
  • Social experience by using Social Perspectives to make choices.
  • Creative experience through Questioning choices.

Untitled

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Game Look and Feel (Cycle 1, Activity 5) — March 16, 2017

Game Look and Feel (Cycle 1, Activity 5)

Brittany Richards (n9576428)

Style and mood of game: 

The overall mood of the game can be described as a happy and colourful rush. Watercolour type textures aim to create a soft environment with bright and vibrant colours while a cartoon-like style makes the game visually pleasing for a young audience.

Spatial dimensions and boundaries: 

The game world will have 3 dimensions and accuracy of scale will not be important. The game world has no explicitly set boundaries, it will appear to be an infinite rotating space.

setting of game:

The game takes place up in the clouds. The scenery will be blue to create a sky like space.

representation of people and objects: 

We aim to create a non-realistic representation of people and objects by using cartoon like textures. Objects appear vibrant and unrealistic.

 

Below: Mood board depicting the overall mood and style.

 

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