My main work for the remainder of the game was making and incorporating the models, coding them to make them kill you, and workshopping the levels. The first few pictures feature enemies that I helped code, while some fine tuned levels are towards the bottom.
Thursday, November 21, 2013
Sprint 15 Task List
Sprint 15
| TEAM NAME: | Team BARR | GAME TITLE: | Polar Parkour | PRODUCER: | Alex Doucette | ||
| Task List Date 11/5/2013 | Date: 11/5/2013 | Due Date:11/21 | |||||
| Task List | Team Member | Estimated Time | In Progress? | Playtest (yes/no) | Done? (yes/no) | ||
| Complete All Ten Levels | Bryan | 10 hours | Completed | Yes. (Due 11/05) | |||
| Find 5 people to playtest | Alex | 1 hour | Completed | Due 11/07 | |||
| Complete the code for enemies (cause enemies to chase player when player hits ground) | Bryan and Alex | 2 hours maximum | Completed | Due 11/12 | |||
Research character models for enemies | Rahee and Ron | 1-2 hours | Completed | Due 11/07 | |||
Put finishing touches on levels | All members | 2-3 hours | Completed | Due 11/12 | |||
| Incorporate enemies into the game, including models and code | All members | 10+ hours | Completed | Due 11/19 | |||
| Reach Alpha stage of game | All members | 30+ hours | In progress | Due 11/21 | |||
| Levels List | Completed | Model List | Completed | Coding | Completed | ||
| Arctic | Yes | Polar Bear (Simon) | Cancelled | Getting the enemies to move around | Yes. | ||
| Forest | Yes | Orca (Willy) | Yes | Dying when hitting certain ground/enemies. | Yes. | ||
| City | Yes | Grizzly Bear (Rosco) | Yes | Going from one level to another at the end of first level | Yes | ||
| Destroyed City | Yes | Gator (Alastor) | Yes | Enemies swarming you when you hit the ground. | Yes. | ||
| Swamp | Yes | Snake (Ralph) | Yes | ||||
| Desert | Yes | Police Car | Yes | ||||
| Mountain | Yes | Shark (Clyde) | No | ||||
| Beach | Yes | Goat (Chuck) | Yes | ||||
| Island | Yes | ||||||
| Volcano | Yes | ||||||
Playtesters Responses
Tester One
Name: Jacob
1. Enjoyment Rating: 4
2. Difficulty Rating: 3-4
3. Missing Anything Rating?: 4 (Not missing too much)
Tester Two
Name: Mike
1. Enjoyment Rating: 4.5
2. Difficulty Rating: 4 (Fairly difficult)
3. Missing Anything Rating: 5 (Mostly Complete)
4. Clear to Confusing: 4 (Fairly Clear)
5. Changing the camera sensitivity.
Tester Three:
Name: Mike
1. Enjoyment Rating: 5 (Great)
2. Difficulty Rating: 4.5 (Pretty hard)
3. Missing Anything?: 4.5 (Need more visible boundaries)
4. Clear or Confusing: 5 (Clear)
5. Make sure boundaries work properly.
Tester Four:
Name: Isiah
1. Enjoyment Rating: 4 (Pretty Good)
2. Difficulty Rating: 3.5 (Above Average)
3. Missing Anything?: 5 (Complete)
4. Clear or Confusing?: 5 (Clear)
5. Checkpoints (But make game harder to compensate).
Tester Five:
Name: Vinny
1. Enjoyment Rating: 4.5 (Very Good)
2. Difficulty Rating: 4 (Fairly Difficult)
3. Missing Anything?: 4
4. Clear or Confusing?: 4
5. What could be added to improve the game?
Name: Jacob
1. Enjoyment Rating: 4
2. Difficulty Rating: 3-4
3. Missing Anything Rating?: 4 (Not missing too much)
- Stairs were hard to navigate
- Enemy in Volcano
- Enemies too slow
- Camera controls
4. Confusing to Clear: 5 (Clear)
5. Stairs. Definitely the stairs.
Tester Two
Name: Mike
1. Enjoyment Rating: 4.5
2. Difficulty Rating: 4 (Fairly difficult)
3. Missing Anything Rating: 5 (Mostly Complete)
4. Clear to Confusing: 4 (Fairly Clear)
- Railings were a bit confusing, but easier later.
5. Changing the camera sensitivity.
Tester Three:
Name: Mike
1. Enjoyment Rating: 5 (Great)
2. Difficulty Rating: 4.5 (Pretty hard)
3. Missing Anything?: 4.5 (Need more visible boundaries)
4. Clear or Confusing: 5 (Clear)
5. Make sure boundaries work properly.
Tester Four:
Name: Isiah
1. Enjoyment Rating: 4 (Pretty Good)
2. Difficulty Rating: 3.5 (Above Average)
3. Missing Anything?: 5 (Complete)
4. Clear or Confusing?: 5 (Clear)
5. Checkpoints (But make game harder to compensate).
Tester Five:
Name: Vinny
1. Enjoyment Rating: 4.5 (Very Good)
2. Difficulty Rating: 4 (Fairly Difficult)
3. Missing Anything?: 4
- Tutorial, explanations on railings and stuff
4. Clear or Confusing?: 4
- Railings were a big confusion, along with stairs.
5. What could be added to improve the game?
- Some easier platforms
- Better stairs.
Wednesday, November 20, 2013
Whack-A-Mole (Whack-A-Diglett)
For our game we turned Moles into Digletts (The Mole Pokemon) and decided to give them mustaches and monocles. Behold, the ever classy Whack-A-Diglett.
Thursday, November 14, 2013
Sprint 15 Playtest Questions (Final Version)
Tester Name:
1) Please rate your experience playing our game:
1 2 3 4 5
Poor Great
2) Please rate if you felt that the difficulty was too much:
1 2 3 4 5
Easy Difficult
3) Did the game feel like it was missing anything?
1 3 3 4 5
If so, what?
_____________________________________________________________________________________________
4) Were any parts of the game that proved too confusing or difficult to understand?
1 2 3 4 5
1 2 3 4 5
Confusing Clear
5) What is one thing that could improve the game as a whole?
Tuesday, November 12, 2013
Sprint 15 Playtest Questions (Revised)
1. What was your favorite part of the game?
2. What did you hate or dislike about the game?
3. Did the game feel like it's missing anything? If so, what?
4. What is one thing you think could be improved or added into this game?
5. Were any parts of the game confusing or difficult to understand or figure out? Which parts?
2. What did you hate or dislike about the game?
3. Did the game feel like it's missing anything? If so, what?
4. What is one thing you think could be improved or added into this game?
5. Were any parts of the game confusing or difficult to understand or figure out? Which parts?
Thursday, November 7, 2013
Sprint 15 Revised Task List
| TEAM NAME: | Team BARR | GAME TITLE: | Polar Parkour | PRODUCER: | Alex Doucette | ||
| Task List Date 11/5/2013 | Date: 11/5/2013 | Due Date:11/21 | |||||
| Task List | Team Member | Estimated Time | In Progress? | Playtest (yes/no) | Done? (yes/no) | ||
| Complete All Ten Levels | Bryan | 10 hours | Complete | Yes. | Yes. (Due 11/05) | ||
| Find 5 people to playtest | Alex | 1 hour maximum | In progress | Due 11/07 | |||
| Complete the code for enemies (cause enemies to chase player when player hits ground) | Bryan and Alex | 2 hours maximum | In progress | Due 11/12 | |||
| Research character models for enemies | Rahee and Ron | 1-2 hours | In progress | Due 11/07 | |||
| Complete model for Simon | Ron and Alex | 2 hours maximum | In progress | Due 11/12 | |||
| Put finishing touches on levels | All members | 2-3 hours | Not started | Due 11/12 | |||
| Incorporate enemies into the game, including models and code | All members | 10+ hours | Not started | Due 11/19 | |||
| Reach Alpha stage of game | All members | 30+ hours | In progress | Due 11/21 | |||
| Levels List | Completed | Model List | Completed | Coding | Completed | ||
| Arctic | Yes | Polar Bear (Simon) | Cancelled | Getting the enemies to move around | No. | ||
| Forest | Yes | Snowman (Frosty) | No | Dying when hitting certain ground/enemies. | No. | ||
| City | Yes | Grizzly Bear (Rosco) | No | Going from one level to another at the end of first level | Yes | ||
| Destroyed City | Yes | Gator (Alastor) | No | Enemies swarming you when you hit the ground. | No. | ||
| Swamp | Yes | Snake (Ralph) | No | ||||
| Desert | Yes | Police Men | No | ||||
| Mountain | Yes | Shark (Clyde) | No | ||||
| Beach | Yes | Goat (Chuck) | No | ||||
| Island | Yes | ||||||
| Volcano | Yes | ||||||
Tuesday, November 5, 2013
Sprint 15 Pictures
This is the final level, featuring a volcano and lava as a climactic ending to Simon's adventures throughout the world's biomes.
Sprint 15 Task List
| TEAM NAME: | Team BARR | GAME TITLE: | Polar Parkour | PRODUCER: | Alex Doucette |
| Task List Date 11/5/2013 | Date: 11/5/2013 | Due Date: 11/21 | |||
| Task List | Team Member | Estimated Time | In Progress? | Playtest (yes/no) | Done? (yes/no) |
| Complete All Ten Levels | Bryan | 10 hours | Complete | Yes. | Yes. (Due 11/05) |
| Find 5 people to playtest | Alex | 1 hour maximum | In progress | Due 11/07 | |
| Complete the code for enemies (cause enemies to chase player when player hits ground) | Bryan and Alex | 2 hours maximum | In progress | Due 11/12 | |
Research character models for enemies |
Rahee | 1-2 hours | In progress | Due 11/07 | |
Complete model for Simon |
Ron and Alex | 2 hours maximum | In progress | Due 11/07 | |
Put finishing touches on levels |
All members | 2-3 hours | Not started | Due 11/12 | |
Incorporate enemies into the game, including models |
All members | 10+ hours | Not started | Due 11/19 | |
Reach Alpha stage of game |
All members | 30+ hours | In progress | Due 11/21 | |
Levels Completed (As of 11/05)
- Polar Level
- Forest Level
- City Level
- Broken City Level
- Desert Level
- Mountain Level
- Sea Level
- Island Level
- Volcano Level
Models Completed (As of 11/05)
- None.
Tuesday, October 29, 2013
Sprint 13
Task
|
Date Completed
|
Group Member Assigned
|
Finish Two more levels, bumping the total to 9.
|
10/31 (Completed)
|
Bryan, Alex
|
Finish, test, and finalize all of the levels 10
|
11/05
|
Bryan, Alex
|
Finalize all level sketches (10) and give them to me.
|
10/31 (Completed)
|
Rahee
|
Start researching models in Maya, and Ron gives all character
sketches done thus far to Alex
|
10/31 (Unknown)
|
Ron, Alex
|
Monday, October 28, 2013
Sprint #13
Describe the purpose of Architecture in your game and also describe how you have organized your game space!
The architecture in this game is extremely important. Since this game is a platforming game, architecture and the world around the player is extremely vital, as it helps the player get from place to place!
The game is filled with architecture that suits each level (buildings for a city, trees for a forest, icy platforms for a snow world). These different blocks and platforms create different experiences for the player, and make it so the player has to adopt different methods and techniques to get from place to place.
The game is mostly linear, with a bit of divided space. While it is possible to explore in this game, it is not recommended, as there is no reward and the enemies will start to chase you. The game, for the most part, is about hopping from platform to platform to get to the end of the level- it is heavily linear.
The way our game is designed heavily focuses on the architecture and the layout of the world. The elements that surround Simon and the player are what truly define the game. The layouts of each level make it so the player as to think of creative ways to complete each level. There are not only different platforms, but different paths in each level. You could choose to take a high path in the air, or a lower, but more difficult path in the ground. There are many possibilities.
The game has certain values of risk and reward. A lower pathway through the level may be easier to complete, but longer and takes more time. A higher path may have difficult jumps with high punishments, but complete a level in very few jumps at all. In edition, from certain areas and paths can be harder to reach a safe platform from the enemies.
Enemies will start to attack you if you fall from a level. They will swarm you and try to get you. This makes it so you can't simply skip the platforms and rush straight for the end of the level. Making too many mistakes will make it easy for the enemies of the level to swarm you. Therefore, remaining on the platforms is your top priority.
All of these elements, working together, make this a fun game with a bit of challenge. Though simple, it makes for a fun interactive experience.
The architecture in this game is extremely important. Since this game is a platforming game, architecture and the world around the player is extremely vital, as it helps the player get from place to place!
The game is filled with architecture that suits each level (buildings for a city, trees for a forest, icy platforms for a snow world). These different blocks and platforms create different experiences for the player, and make it so the player has to adopt different methods and techniques to get from place to place.
The game is mostly linear, with a bit of divided space. While it is possible to explore in this game, it is not recommended, as there is no reward and the enemies will start to chase you. The game, for the most part, is about hopping from platform to platform to get to the end of the level- it is heavily linear.
Describe how your team's Level Designer addresses most of the following elements.
A level designer arranges the architure, props, and challenges in a game in ways that are fun and interesting – that is, making sure there is the right level of challenge, the right amount of reward, the right amount of meaningful choice - all contributing to a fun game!The way our game is designed heavily focuses on the architecture and the layout of the world. The elements that surround Simon and the player are what truly define the game. The layouts of each level make it so the player as to think of creative ways to complete each level. There are not only different platforms, but different paths in each level. You could choose to take a high path in the air, or a lower, but more difficult path in the ground. There are many possibilities.
The game has certain values of risk and reward. A lower pathway through the level may be easier to complete, but longer and takes more time. A higher path may have difficult jumps with high punishments, but complete a level in very few jumps at all. In edition, from certain areas and paths can be harder to reach a safe platform from the enemies.
Enemies will start to attack you if you fall from a level. They will swarm you and try to get you. This makes it so you can't simply skip the platforms and rush straight for the end of the level. Making too many mistakes will make it easy for the enemies of the level to swarm you. Therefore, remaining on the platforms is your top priority.
All of these elements, working together, make this a fun game with a bit of challenge. Though simple, it makes for a fun interactive experience.
Thursday, October 24, 2013
Sprint 12 Pictures
The second level is the forest level which Bryan and I worked on using concept sketches made by Rahee. It features trees and grassy textures, rather than the sand and stone of the rocky mountains and desert levels.
Monday, October 21, 2013
Sprint 12
Lens # 48: The Lens of Accessibility
- How will players know how to begin solving my puzzle, or playing my game? Do I need to explain it, or is it self-evident?
- Does my puzzle or game act like something they have seen before? If it does, how can I draw attention to that similarity? If it doesn not, how can I make them understand how it does behave?
- Does my puzzle or game draw people in, and make them want to touch it and manipulate it? If not, how can I change it so that i does?
The player will receive obvious cues on what to do- our game is straightforward, with a trail of platforms leading you to where you want to go. If the player follows the pathways, as well as learning where they have to go and how they get there, they should be able to pick up.
The game is a platformer, so players who have experienced platformers before should understand the game very easily. The similarities include platforms, straightforward levels with a goal at the end, various enemies and obstacles, and other elements often found in platforming games.
The game draws people in because it is first person. While the player controls the movements of Simon, they are viewing the world through his eyes, and indirectly, their own. Third person games are very good, but a first person game can really help the player get immersed in the experience.
Lens # 49: The Lens of Visible Progress
- What does it mean to make progress in my game or puzzle?
- Is there enough progress in my game? Is there a way I can add more interim steps of progressive success?
- What progresss is visible, and what progress is hidden? Can I find a way to reveal what is hidden?
To advance and make progress in the game is shown by how far you advance in a level- the further you get through the level, the more you have advanced. The player can see their progress as they accomplish it, and use their past experiences to figure out what they have to do.
There is enough progress in this game- signs of progress aren't very common in platformers, aside from how far the player has gotten to completing a level. The signs are progress are shown to the player as they play through the game.
There really isn't much progress that is made to be visible, as the progress is defined by how far the player gets and how far they continue to go. The only real progress bar is the percentage of the game completed, which can easily be expressed in a simple image of sorts.
- Is there a way all the pieces of my puzzle can feed into a singular challenge at the end?
- Big pyramids are often made of little pyramids – can I have a hierarchy of ever more challenging puzzle elements, gradually leading to a final challenge?
- Is the challenge at the top of my pyramid interesting, compelling, and clear? Does it make people want to work in order to get to it?
Certain levels may feature minor tests, such as unlocking a door, or pushing something so you can jump on top of it. However, this is not a puzzle game, so there will not be too many levels designed this way.
The puzzle elements (or levels in general) do gradually get more challenging, as is the way of a platforming game. The levels and challenges within them will gradually get harder and harder (the first world will have simple jumps and pathes- the next will feature more difficult maneuvers, and they will continue to rise in difficulty). The end of the game will feature the hardest challenges yet, making it the top of the pyramid of levels.
The final challenge is planned to be an amalgamation of everything learned in the game up to that point, featuring things such as risky jumps, powerful enemies, and risky maneuvers
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