Activity 8 – Reflection

Professional Development and practice

How well your skills matched the tasks required?

I have done a lot of designing in the part. I have designed furniture, programs, databases and many other things. So the whole process of taking steps through designing something was second nature for me and definitely came useful for this project.

What kind of knowledge and kills did you have to develop?

As I have never used Unity before, learning Unity was a big step for me in this project. Learning every to do with Unity from scratch definitely was the hardest part about this assessment

Working in a team

How you managed communication with your team?

At the beginning two of us didn’t show up to the first workshop, however, when i came to week two everyone showed up. We discussed quite successfully what we wanted our general idea of the game to be. The 3 of us were very different in our ideas and takes on the game. This led to many great and different ideas to be thrown around between the three of us. We then kept up the communication buy creating our own Discord Server. On here we would ask each other questions and bounce ideas off each other.

Working independently

The effectiveness of your work habits?

To be honest, I have poor work habits. I usually put leisure before uni work, however, I did try my best to work on this piece of assessment as much as possible. I have a much greater mentality when working in a group however because I have people relying on me and I am not the type of person who enjoys dragging others down due to my laziness.

Ethical Considerations

How the product you’ve created might enhance quality of life?

Just like almost every game ever, this game can help improve fine motor skills such as coordination. You need to be quick with your movements in this game so you end up learning to react quickly to what is happening in front of you. A small game like this can also improve happiness. It can do this by adding a small amount of competition with friends that you can play against. It can also be a good way to relieve stress and anger.

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Activity 7 – Playtest Report

Playtesters:

Riley Meara

Justin Vander Walt

Mitchell Howard

Information gained via watching the testers:

  • This is a type of game that is better suited for play with a controller
  • The power ups weren’t obvious enough
  • The end goal wasn’t clearly defined
    • I was asked a couple times what it was
  • Testers were able to just start playing without having to look up controls
  • Even though there isn’t much UI, the testers were able to navigate it easily

Gameplay Scores Rate/10

Riley

  • Gameplay

6/10

  • Game Difficulty(Game Balance)

4/10

  • Controls

7/10

  • User Interface(UI)

8/10

Justin

  • Gameplay

5/10

  • Game Difficulty(Game Balance)

5/10

  • Controls

6/10

  • User Interface(UI)

8.5/10

Mitchell

  • Gameplay

7/10

  • Game Difficulty(Game Balance)

6/10

  • Controls

7.5/10

  • User Interface(UI)

7.5/10

Q&A

Riley

  • Overall Thoughts?

Good game idea

Like the opposite side of the war(fighting invading humans as aliens)

  • Pickup Ability?

Easy controls and layout

Similar to other games so general idea is pre known

  • Anything Dislikable?

End result isn’t well known until you finish/lose

Mitchell

  • Overall Thoughts?

Good different concept

Like the improvements on Space Invaders

  • Pickup Ability?

Similar controls to old arcade games so easily picked up

  • Anything Dislikable?

The type of movement is much more suited to using an analog controller

Justin

  • Overall Thoughts?

Love the retro idea and feel while also adding a new take on the idea of invading

  • Pickup Ability?

Very easily picked up and played the first time

  • Anything Dislikable?

Other than things that would be improved with time, the addition of something extra would make the game more interesting. Like how Space Invaders has the shields.

Recommendations

They all mentioned that smoother animations and better graphics would vastly improve the game, however, they did understand the level of skill and time I had.

Riley

  • Add the ability to move more freely, i.e. be able to move in all directions but limit the distance you can travel up the screen

Justin

  • Make the power ups more visually obvious and make the symbols on them more obvious
    • The invincibility power up symbol wasn’t overly obvious compared to the others

Mitchell

  • Add controller compatibility
    • With the free movement it would feel better being able to play with an analog controller

Mini Game 1 – Reflection Post

Professional Development & Practice

It is important to note, I’m a third-year student who is enthusiastic and determined to get a career in the video game industry. Furthermore, I have used the Unity engine in the past and my current skill-set could easily handle the tasks required to complete this game project. I also have prior experience in developing a game as I completed a group game project at TAFE’s Diploma of Digital and Interactive Games, which enabled me to complete this assignment without any difficulty. Importantly, my current skillset includes programing (C#, JavaScript), game design, sound design and 3D animation.

Working in a Team

To be honest, the communication within my team was quite poor in the beginning because my teammates didn’t show up in the first workshop. In the second week, we started conversing with each other and making those connections. During the workshops, we discussed about our ideas for the game project and what we need to do for the weekly activities.  Beyond the workshops, we continue to contact each other when needed via Discord. In a team-oriented environment, this software is quite useful as it can provide me the ability to send messages to my teammates to assist them in group or individual activities.

Working Independently

As previously stated, I am a determined person who puts work first over entertainment. Yet, I make sure that I provide myself some time to entertain myself every day to avoid fatigue. Furthermore, I continued to stay motivated and use effective work habits to complete the assessment. For example, I take the initiative to get things done, be organized with my assessment work and be a team player by giving suggestions about group activities while making sure we get everything done before the due date. Even though we are working independently with the prototypes we can still provide useful feedback to each other.

Ethical Considerations

The personal impact that my individual game has developed are emotions of joy. It’s not the greatest game ever made but it was another game I created where I put all of my effort into it. In a sense, I know that I will look back at this game with pride. Yet, if I wasn’t constricted in time constraints I would continue improving on the current state of the game. All things considered, I will continue to work hard, help my fellow teammates and complete all of the game projects in this subject.

Mini Game 1 – Contribution Post

Assets

Unity Asset Store

Simple Spaceships – Created by 3dJeebs

https://www.assetstore.unity3d.com/en/#!/content/81051

What was it used for in the project?

Used for in-game animated 2D sprites for enemies and the player.

Music

Gradius III’s Music – Created by Konami

  • Gradius III (AC) ~ Try to Star – Used for Main Menu screen
  • Gradius III OST – Game Over – Used for Game Over screen
  • Gradius III SNES Style – Thunderbolt (Salamander – Stage 5) – Used for gameplay

https://en.wikipedia.org/wiki/Gradius_III

What were they used for in the project?

These three songs would be played during the menu and game over screen. Another one would be played during gameplay.

Sound

8-bit-laser – Created by Timgormly

https://freesound.org/people/timgormly/sounds/170161/

Pick up 01 – Created by Little Robot Sound Factory

http://freesound.org/people/LittleRobotSoundFactory/sounds/270340/

What were they used for in the project?

One of them was used for the sound of the bullet when being fired by an enemy or a player. The second one was used to indicate when an enemy dropped the health pickup.

 

 

 

 

Mini Game 1 – Activity 7 – Playtest Report

Playtester 1 – Chris Laffan

Observation Notes

  • Found the controls difficult to use at first but slowly got the handle of it
  • Started to shoot at the enemies but felt like he couldn’t easily dodge the enemies’ bullets
  • Every time he would die, it became apparent that he was learning from his past mistakes
  • He didn’t notice the health power-ups

Survey Responses

  1. Gameplay (Fun factor out of 1/10)

6.5/10

  1. Difficulty (Easy or Hard)

Hard (became easier after a while)

  1. Controls (Simple or Difficult)

Difficult (at first)

  1. Navigable UI? (Yes or No)

Yes

Interview Responses

  1. Overall, what are were your thoughts about the game?

An entertaining SHMUP that I spent some decent time on. I liked the art style as it was a callback to earlier games that were played on arcade machines.

  1. Were you able to learn to play quickly?

For a little while I had to play around with the controls in the game. After a couple of deaths, I learned how to play the game without too much difficulty.

  1. What is the objective of the game?

Shoot while dodging enemies and get the highest score.

  1. Is there anything that you did not like about the game? If so, what?

At first I thought the controls was strange but then it grew on me and I wouldn’t change how the game played now.

  1. Was anything confusing?

Besides the controls, I didn’t realize that the “wrench” sprite was a health power-up but I found out eventually.

Key Findings

Level of Player Engagement & Fun

Chris Laffan found the game enjoyable and played it for a decent amount of time. He would continually play it to see if he could get a higher score. It was engaging and fun for him but it could still be improved by implementing his suggestions.

Game Difficulty (Simple or difficult)

Unexpectedly he found the controls was difficult to use at first. The game’s difficulty was hard for Chris because of the problems associated with the player controls. Eventually the game became easier for him after playing the game for 5-10 mins and becoming accustomed to the player controls.

Player Controls & UI Navigation

The player controls might have to be adjusted to make it easier for Chris to play the game. Originally, I thought it would be easy for the player to use but this was not the case. However, he had no problems with the UI and could easily navigate in the menu.

List of Recommendations for Improvement

  • More power-ups (shield, rockets, etc.)
  • Different color variations of player, enemies & scenery (dependent on score)

Playtester 2 – John McCaffrey

Observation Notes

  • Found it hard to control the ship
  • Continually died from enemy fire but slowly got better
  • Commented that he thought that weren’t enough health power-ups in the game

Survey Responses

  1. Gameplay (Fun factor out of 1/10)

6/10

  1. Difficulty (Easy or Hard)

Hard

  1. Controls (Simple or Difficult)

Difficult

  1. Navigable UI? (Yes or No)

Yes

Interview Responses

  1. Overall, what are were your thoughts about the game?

I think the game was an entertaining experience but I do have some problems with it. I also believe that it can improved with additional content. I did like the art style, music and sound effects in the game.

  1. Were you able to learn to play quickly?

It took me a while to learn how to play. The controls were difficult to get a handle on because I’m accustomed to constant movement like Space Invaders instead of this game where the movement slows down when changing directions.

  1. What is the objective of the game?

Live as long as you can while shooting and dodging enemies. Beat your previous score and try to get a higher score.

  1. Is there anything that you did not like about the game? If so, what?

As previously said, the controls were difficult to play with but besides that I didn’t have any issues with the game.

  1. Was anything confusing?

My first reaction with the controls, I thought the game was having issues with the FPS (Low Frame rate per second). A couple of deaths later and restarting the game, I found out that it was part of the game to decelerate when changing directions.

Key Findings

Level of Player Engagement & Fun

Overall, John McCaffrey thought the game was fun and engaging but he did some issues with it. He gave me plenty of suggestions that he believed would improve the game.

Game Difficulty (Simple or difficult)

Similar to the previous play tester, the game’s difficulty was hard because of the player not being comfortable with the controls of the player ship. He said that the enemies would be easier to destroy if the controls were easier to use.

Player Controls & UI Navigation

Player controls need to be adjusted for this play tester in order to play the game without any problems. No issues occurred with the game’s UI, it was simple enough for him to navigate through the menu.

List of Recommendations for Improvement

  • Not a fan of the deceleration with the movement – change it to be like Space Invader’s ship movement
  • More health power-ups
  • Ship sprite & game background changes color depending on the score (i.e. 10000 changes the background to blue and ship changes to red)
  • Different color variations of the enemies
  • Change the player health number from 1 to 100 (negate health by 100)
  • Reward the player when getting a higher score (different ships, weapons or cosmetics

Playtester 3 – Liam Trevor

Observation Notes

  • Easily controlled the ship without any difficulty
  • Found it easy to destroy enemies and collect health pickups

Survey Responses

  1. Gameplay (Fun factor out of 1/10)

7/10

  1. Difficulty (Easy or Hard)

Easy

  1. Controls (Simple or Difficult)

Simple

  1. Navigable UI? (Yes or No)

Yes

Interview Responses

  1. Overall, what are were your thoughts about the game?

It was a fun game. I would continually play it to beat my previous high score.

  1. Were you able to learn to play quickly?

Yeah, I learned how to play the game really fast. I had no problems with the controls

  1. What is the objective of the game?

Shoot the ships and get a high score without dying.

  1. Is there anything that you did not like about the game? If so, what?

Similar to other Shoot Em Up games. Needs a unique game mechanic to be different from other SHMUPS.

  1. Was anything confusing?

No, it was simple.

Key Findings

Level of Player Engagement & Fun

Liam Trevor had the most engagement and fun in the prototype compared to the previous play testers. One reason why this might be the case is because of the age difference. The previous two testers were adults while this one was a young teenager.

Game Difficulty (Simple or difficult)

The game’s difficulty was simple enough for this player tester to grasp. He even suggested to make the enemies harder by adding more ships per wave and increased the damage output done by enemies.

Player Controls & UI Navigation

This play tester didn’t have any problems with the controls and found it easy to use. The game’s UI was also simple enough to navigate through.

List of Recommendations for Improvement

  • Change the difficulty of the enemies to be harder (more ships, more damage, etc.)
  • Sound effects for the explosions
  • Different color variations of background and enemies
  • More enemies

Steven MacHunter – Cycle 1 Submission Post

A post to outline my work for the first submission:

  1. Game Prototype (Google Drive link)
    Instructions:

    1. Double click to open
    2. WASD to move
    3. Space to shoot
    4. Shift to precise move
    5. Alt+F4 to exit
  2. No external assets or help (aside from the instructions on blackboard) was used.
  3. My blog posts:
    1. Activity 4
    2. Activity 5
  4. Playtesting Report – N/A
  5. Reflection Post