Monday, November 19, 2007
Week 10 - Presentation Critiques: Part 4
Project Aquila
Mechanics:
Mechanics:
Mechanics:
Mechanics:
Mechanics:
- Digital prototype – up, down, left, right, to move
- Mouse clicks to initiate attack
- More variety of weapons to use
- Different class strengths and weaknesses
- Players grew attached as they began to understand how the game works and care about their infantry and airforce
Mechanics:
- Digital prototype
- Point and click to try and squish fly
- Mini games like Warioware
- Hitbox for chopsticks too small, hard to squish fly
- Player immersion as character a bit lacking
- Improvements of visual and audio cues coming, showing combos, and bonus points attained
- Art style very fun and easy going
Mechanics:
- Physical game – tester is player
- 360 degree defense of self from moving balls – block balls with hands
- complete a level and obtain a ball to throw at any target
- Changing height of balls for player to increase challenge
- Allowing players to use one or two hands depending on difficulty of level
- Challenging, good ramping of levels
- Good FLOW – simple to complex
- Constant pressure and danger of being hit, while trying to attain high score
Mechanics:
- Board game – grid map like Zelda
- Fog of war to hide traps, enemies, dead ends, and puzzles
- Collect enough URLs and complete puzzles
- Improved instructions for players after completing objectives
- Compelling story – based on history (5 dynasties of ancient china)
- Collect missing items to solve puzzle – like Qin the game
Week 11 - Weekly Assessment
Long days ahead...
This past week has been extremely challenging. I've been trying to program the core mechanics of the game for the digital prototype session, while Darrell has been working on programming the menu architecture. Reverting back to Game Maker has allowed us to slowly, but surely build up our game.
The Game Maker Community forums have been extremely helpful and its users are very passionate about using the platform to create games.
This Sunday has been very tiring. Half a day of straight programming is not my idea of relaxing, but it had to be done. I started to lose focus on what I was doing and began to start and stop many pieces of the code, which obviously gets nothing done. I had to stop and now I'm typing up my posts for this week.
Hopefully we can have something for Tuesday...
What works:
- randomizing player spawn points
- walking on surfaces, up hills
- gravity
- displaying HP, damage taken
- player collision detection with weapons
- initializing a countdown timer
- destructible terrain!!!
What almost works:
- fog of war, works but doesn't seem to want to cover the entire room
Work in progress:
- player turn system, next turn at the end of timer, next turn at the end of throwing weapon, skip player if dead, game over if team is dead, etc
What stopped working:
- player can't jump anymore...weird bug
Lots more to do... woo!
This past week has been extremely challenging. I've been trying to program the core mechanics of the game for the digital prototype session, while Darrell has been working on programming the menu architecture. Reverting back to Game Maker has allowed us to slowly, but surely build up our game.
The Game Maker Community forums have been extremely helpful and its users are very passionate about using the platform to create games.
This Sunday has been very tiring. Half a day of straight programming is not my idea of relaxing, but it had to be done. I started to lose focus on what I was doing and began to start and stop many pieces of the code, which obviously gets nothing done. I had to stop and now I'm typing up my posts for this week.
Hopefully we can have something for Tuesday...
What works:
- randomizing player spawn points
- walking on surfaces, up hills
- gravity
- displaying HP, damage taken
- player collision detection with weapons
- initializing a countdown timer
- destructible terrain!!!
What almost works:
- fog of war, works but doesn't seem to want to cover the entire room
Work in progress:
- player turn system, next turn at the end of timer, next turn at the end of throwing weapon, skip player if dead, game over if team is dead, etc
What stopped working:
- player can't jump anymore...weird bug
Lots more to do... woo!
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