What I've Done:
In microscopic terms, alot. I've recorded a few more sound effects and gave them to Lawson, now I need to wait to see how they fit in the game.
Where We Met:
3050, infact I'm still here.
What I Need to do:
Straighten up and fly right!
Tuesday, November 27, 2007
Monday, November 19, 2007
Paper Prototyping Critiques
Aquila - Ah RISE my emporer..to your bloody emporer death!
"Go forward with your valour intact, dive down the depths under thy darkened sky and gaze upon your fate, for she lies awake awaiting your presence under the cold soil. Not any amount of bravado can or ever could save you in a moment similar to this one. For I SHALL critique your paper prototype with all of my good judgement cast aside!"
Hmm...yes I see you guys are trying different tactics and strategies to come up with feedback..interesting. Like not telling the users the controls, in the end with them finding it difficult and confusing, although I would normally expect a game like this to have complicated controls, so ofcourse it would be confusing. ... .... ..Ok sue me that was the only interesting tactic or strategy I saw. Good job on having your digital prototype up already, I'm sure that helped with the aethetics aspect of your prototyping. And don't you just love it when a bug becomes a fairy, that's what I call them(now) because at first they try to screw up your game, but then against all their puny efforts, all it does is amuse you and then you decide to take advantage of the bug, so it no longer stays a bug but emerges into a beautiful fairy.
Legend of Chopstick Chung:
Your presentation was short, I didn't realize. I remember your game, as simple as it is, its good that you guys had a digital prototype so you could test the aesthetics of your game, so now make it look as great as you can possibly ever make it! GO! WHY ARE YOU STILL READING THIS?!
shh~ ok now that they've left: "c'mon...c'mon!.....aww C'MON ALREADY! geez"
Deep[ly] [resisting the urge to joke about the name] Field:
I don't really understand the acting it out part, but I'm guessing that's not going to get you very far on testing the look and feel of the game. It's cause you guys switched your concepts so late isnt it..yea I bet it is. I also don't understand your game, all the throwing of balls and hitting targets. BUT I must admire your courage! Because you guys had the guts to stand up to your own judgements and test only a few playable objectives and for that I congratulate you. Take a bow.
dyNASTY:
Ok, in all seriousness folks, how did your paper prototype work? I critique that your presentation was too short! I critique that you guys should tell us how your paper prototype works. I critique that I'm using the word critique in the wrong context. But would've that been easier to figure out a new word or just explain to you readers so I don't look like I dont know what im doing but can get away with it.
(satire?)
i applaude those few who get it, but not you Matt cause I will most likely have to explain this to you word for word tomorrow..oh yes we'll see.
"Go forward with your valour intact, dive down the depths under thy darkened sky and gaze upon your fate, for she lies awake awaiting your presence under the cold soil. Not any amount of bravado can or ever could save you in a moment similar to this one. For I SHALL critique your paper prototype with all of my good judgement cast aside!"
Hmm...yes I see you guys are trying different tactics and strategies to come up with feedback..interesting. Like not telling the users the controls, in the end with them finding it difficult and confusing, although I would normally expect a game like this to have complicated controls, so ofcourse it would be confusing. ... .... ..Ok sue me that was the only interesting tactic or strategy I saw. Good job on having your digital prototype up already, I'm sure that helped with the aethetics aspect of your prototyping. And don't you just love it when a bug becomes a fairy, that's what I call them(now) because at first they try to screw up your game, but then against all their puny efforts, all it does is amuse you and then you decide to take advantage of the bug, so it no longer stays a bug but emerges into a beautiful fairy.
Legend of Chopstick Chung:
Your presentation was short, I didn't realize. I remember your game, as simple as it is, its good that you guys had a digital prototype so you could test the aesthetics of your game, so now make it look as great as you can possibly ever make it! GO! WHY ARE YOU STILL READING THIS?!
shh~ ok now that they've left: "c'mon...c'mon!.....aww C'MON ALREADY! geez"
Deep[ly] [resisting the urge to joke about the name] Field:
I don't really understand the acting it out part, but I'm guessing that's not going to get you very far on testing the look and feel of the game. It's cause you guys switched your concepts so late isnt it..yea I bet it is. I also don't understand your game, all the throwing of balls and hitting targets. BUT I must admire your courage! Because you guys had the guts to stand up to your own judgements and test only a few playable objectives and for that I congratulate you. Take a bow.
dyNASTY:
Ok, in all seriousness folks, how did your paper prototype work? I critique that your presentation was too short! I critique that you guys should tell us how your paper prototype works. I critique that I'm using the word critique in the wrong context. But would've that been easier to figure out a new word or just explain to you readers so I don't look like I dont know what im doing but can get away with it.
(satire?)
i applaude those few who get it, but not you Matt cause I will most likely have to explain this to you word for word tomorrow..oh yes we'll see.
Week 12 Assessment
What have I done!?
I've recorded a few sound effects, right now I'm waiting for any sign of Lawson so I could send him the sounds. I want to make sure that the first bit of the sound isnt cut off, if it is then I would have to leave more silence infront of the sfx. In adobe audition it sounds good, but in any other it sounds like the first bit is cut off. I've also recorded a few sample tracks from my sequencer on to my laptop, they are ready for post-editing I guess, but I think implementing the sfx might go first.
Where we're meetin':
Although I haven't heard from Cody yet, I'm guessing it's the same as every week....that's Tuesday around noonish. We also met up today to conduct prototype testing, although I was there for a short period of time and was only able to offer my assistance in the form of taking pictures of Lawson.
What I hope to accomplish:
Not this again..you are like a severed mouth with no stoumach to tell you that your full. YESYES I have to record more sfx and songs, whatever. Although this week I have an essay due on thursday, and I just switched my topic.
I've recorded a few sound effects, right now I'm waiting for any sign of Lawson so I could send him the sounds. I want to make sure that the first bit of the sound isnt cut off, if it is then I would have to leave more silence infront of the sfx. In adobe audition it sounds good, but in any other it sounds like the first bit is cut off. I've also recorded a few sample tracks from my sequencer on to my laptop, they are ready for post-editing I guess, but I think implementing the sfx might go first.
Where we're meetin':
Although I haven't heard from Cody yet, I'm guessing it's the same as every week....that's Tuesday around noonish. We also met up today to conduct prototype testing, although I was there for a short period of time and was only able to offer my assistance in the form of taking pictures of Lawson.
What I hope to accomplish:
Not this again..you are like a severed mouth with no stoumach to tell you that your full. YESYES I have to record more sfx and songs, whatever. Although this week I have an essay due on thursday, and I just switched my topic.
Monday, November 12, 2007
Paper Prototype Critiques
Stick Ninja:
I don't have any constructive feedback for your paper prototype, good job on successfully testing your main mechanic. If you could see me now I'd be shrugging and looking confused.
Zodiac War:
Same thing here, to be honest I forgot what the game was, good job on finding out you need to properly ramp the A.I..? That's all I got from your presentation.
Crack Quest:
Now this game I remember. From your feedback the users wanted to skip the text or any dialogue just to get to the game play which led you guys to the conclusion of making the dialogue "skippable." Why don't you just focus on making the dialogue or text integrated with the game play so users wouldn't have the urge to skip it in the first place.
I don't have any constructive feedback for your paper prototype, good job on successfully testing your main mechanic. If you could see me now I'd be shrugging and looking confused.
Zodiac War:
Same thing here, to be honest I forgot what the game was, good job on finding out you need to properly ramp the A.I..? That's all I got from your presentation.
Crack Quest:
Now this game I remember. From your feedback the users wanted to skip the text or any dialogue just to get to the game play which led you guys to the conclusion of making the dialogue "skippable." Why don't you just focus on making the dialogue or text integrated with the game play so users wouldn't have the urge to skip it in the first place.
Week 11 Assessment
Accomplished:
I haven't finished that much in the past week, just done some more work on the level songs, right now I'm waiting for our digital prototype so I could assign sounds to it easier.
Where we met and what time?:
Last week sometime in a room somewhere.
What I hope to accomplish:
More work! Just wait for next week.
I haven't finished that much in the past week, just done some more work on the level songs, right now I'm waiting for our digital prototype so I could assign sounds to it easier.
Where we met and what time?:
Last week sometime in a room somewhere.
What I hope to accomplish:
More work! Just wait for next week.
Tuesday, November 6, 2007
Paper Prototype Critiques
3rd Cloud:
What I liked about this team's paper prototype is that they had their users fill in how certain artifacts would react to the player when they interacted with the object. I think this is a good idea for increasing interactivity in the next prototype, if they were to use the users suggestions. Maybe have other users test the next prototype out to gain a different perspective on the game, it seems the users they had for this prototype were all fairly similar.
Food Fight:
There's only one thing to say about this group's paper prototype: next time chose something different from battleship that will test out your game mechanic, I wasnt totally sure how battleship compares to something like Gunbound, I understand at first theres some guessing involved (for the initial shot), but experts at Gunbound dont need to guess on the first shot, but experts at battleship don't really have anything but a guess for the first shot, and so forth, there are other examples but I won't go further. Also use more than one prototype so you can test out different aspects of the game.
Drive-thru Tycoon:
I didn't really have anything to critique this group on, I actually didn't really hear anything the presenter said because he was too quiet, even after I told him to speak up. And no, standing up straighter doesn't neccessarily mean your going to speak louder, you actually have to do more work than that. All I have to say is that since this is a pretty simple game to start off with, and I know this for a fact after watching a toddler (who couldn't speak english) play a game very similar to this one without any instruction (because it was written in english), you should focus on creating a more intuitive game rather than focussing on the introduction, or just enhance other aspects in the game to increase user enjoyment rather than revising the intro's. Because according to your presentation the users said that "the introduction was not clear," after you guys gave an introduction sheet. So what I'm saying here is that you probably dont even need an introduction sheet for a simple game like this, you might end up confusing the users, plus just the idea that they're playing a game that needs an introduction sheet will give them false hopes that this is a game that has some ingenuity and originality, no offense, but I've seen this game much too often.
What I liked about this team's paper prototype is that they had their users fill in how certain artifacts would react to the player when they interacted with the object. I think this is a good idea for increasing interactivity in the next prototype, if they were to use the users suggestions. Maybe have other users test the next prototype out to gain a different perspective on the game, it seems the users they had for this prototype were all fairly similar.
Food Fight:
There's only one thing to say about this group's paper prototype: next time chose something different from battleship that will test out your game mechanic, I wasnt totally sure how battleship compares to something like Gunbound, I understand at first theres some guessing involved (for the initial shot), but experts at Gunbound dont need to guess on the first shot, but experts at battleship don't really have anything but a guess for the first shot, and so forth, there are other examples but I won't go further. Also use more than one prototype so you can test out different aspects of the game.
Drive-thru Tycoon:
I didn't really have anything to critique this group on, I actually didn't really hear anything the presenter said because he was too quiet, even after I told him to speak up. And no, standing up straighter doesn't neccessarily mean your going to speak louder, you actually have to do more work than that. All I have to say is that since this is a pretty simple game to start off with, and I know this for a fact after watching a toddler (who couldn't speak english) play a game very similar to this one without any instruction (because it was written in english), you should focus on creating a more intuitive game rather than focussing on the introduction, or just enhance other aspects in the game to increase user enjoyment rather than revising the intro's. Because according to your presentation the users said that "the introduction was not clear," after you guys gave an introduction sheet. So what I'm saying here is that you probably dont even need an introduction sheet for a simple game like this, you might end up confusing the users, plus just the idea that they're playing a game that needs an introduction sheet will give them false hopes that this is a game that has some ingenuity and originality, no offense, but I've seen this game much too often.
Week 10 Assessment
Okay, I forgot to do my weekly assessment. So, sorry for the succintness of this post.
Accomplished:
A few more sample tracks, ranging from upbeat to "soaring" as per Cody's instruction.
When and where we met:
In a team room somewhere in galleria 3, last tuesday. It was a good day. There were tea and biscuits.
What I hope to accomplish in the next week:
Pretty much the same thing as last week, so refer below. Also I should really post my tentative sound outline on our wiki (it's hand written), I've been meaning to do that for the past few weeks. I hate using computers though, so I've unconsciously avoided it.
Accomplished:
A few more sample tracks, ranging from upbeat to "soaring" as per Cody's instruction.
When and where we met:
In a team room somewhere in galleria 3, last tuesday. It was a good day. There were tea and biscuits.
What I hope to accomplish in the next week:
Pretty much the same thing as last week, so refer below. Also I should really post my tentative sound outline on our wiki (it's hand written), I've been meaning to do that for the past few weeks. I hate using computers though, so I've unconsciously avoided it.
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