Minigame2 – Reflection

Reflection for the Week 8 submission of the second minigame development cycle.

1 – Player stories and player goals, I find, do not assist me in the development of the game in anyway, really, they were churned out at my great displeasure, and forgotten about immediately. The biggest thing that I found aiding me in the creation of my game prototype was the narrowing down of ideas in needing to choose a ‘local news story’. The ideas forming around the need to run from a cyclone, aided incredibly in the development of the basics of my own prototype.

2 – Not much was learned about the other majors, specifically because we had to develop individual prototypes on our own. From what we’ve discussed in class however, having someone available to teach Unity is incredibly valuable.

3 – The most satisfying part of developing the game prototype was figuring out how exactly to make the boxes push the player around, using RigidBodies to make those physics objects tumble around is incredibly satisfying.

4 – I mean, there are plenty of ‘sensitivity’ conundrums to developing a game based on current events, especially considering the presence of such news stories such as, “4 Police Officers Decapitated”, and “14 Die in Night Club Shooting”. It might be very insensitive to design a game based on something like this.

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Activity 8 – Reflection

Activity 8 – Reflection

Professional Development and practice

How well your skills matched the tasks required?

My skills matched well due to my past experience that was detailed in the previous project.

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

Furthering my Unity knowledge was the largest part of this project. However, at the end of the project period, I lost my work because i had a hard drive failure and was unaware of the cloud feature.

Working in a team

How you managed communication with your team?

Even though life threw its problems and surprises my way each week, I tried to make to as many of the workshops as I could. The other 2 members of my group put in the hard yards of coming up with the initial ideas and planning for the game because i was unfortunate enough not to be able to make it on the first week of this development

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.

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 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

7/10

  • Game Difficulty(Game Balance)

5/10

  • Controls

5/10

  • User Interface(UI)

7/10

Justin

  • Gameplay

5/10

  • Game Difficulty(Game Balance)

6/10

  • Controls

7/10

  • User Interface(UI)

6.5/10

Mitchell

  • Gameplay

8/10

  • Game Difficulty(Game Balance)

5/10

  • Controls

7.5/10

  • User Interface(UI)

6.5/10

Q&A

Riley

  • Overall Thoughts?

Good game idea

Very stressful and enjoyable

  • 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 games like crazy taxi

  • 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?

Interesting concept. Could have a lot more stuff added though. It’s just missing something.

  • 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 power ups like time stop or extra speed.

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 a minimap

Justin

  • Add more obstacles

Mitchell

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

 

Cycle 2 – Mini Game 2 – Reflection Post

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

Firstly, I learned that team communication is important when going through the design process. In any team, each person has to be able to properly communicate their design ideas to their teammates through an explicit explanation. If this is not achieved then teammates will not properly understand your design idea which will cause a mix-up. Secondly, I’ve had previous experience with this problem but coming up with an interesting concept requires time and continuous amount of brainstorming. Furthermore, this concept will change through multiple iterations until the design idea is solid.

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

As previously stated in the Cycle 1: Reflection Post, I’m a third-year student who has already designed multiple game projects in the degree and as a hobby. Furthermore, I’ve networked with other students who do other majors in the degree. At the moment, I haven’t learned anything new in this subject about the other majors in the degree as I already have past experience in those areas.

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

The most satisfaction that I received when implementing my own individual work would be programming and level designing in the Unity project. It is apparent that I find enjoyment in the practical side of work instead of theory but again I have to remind myself that documentation is key to having a successful assessment. Furthermore, I feel relief when fixing an irritating bug that would continually haunt my game project until I found a way to get rid of it.

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

Personally, I don’t have a lot of ethical issues attached when designing a First-Person experience and I can’t think of any recent events that would alter my stance. Yet, as a designer you’ve to figure out your target audience. For example, when designing a game like Doom then I would create it for an older age group as they can handle realistic killing in a fictional setting. Moreover, a First-Person experience can be different from a Third-Person experience. With the game’s camera set in a first-person perspective, the player feels close up to the game while also having the feeling of taking over the character’s shoes. If I had to design a First-Person game for a younger audience, then I would make a game like Overwatch as the graphics are cartoon and doesn’t contain realistic violence.

Activity 7: Playtest Report

Play tester 1: John McCaffrey

Observation Notes

  • Learned quickly on how to play
  • Enjoyed the environment
  • Found the controls difficult at times
  • Understood the objective – pick up passenger and drop them off
  • Thought he could use the mouse to control the game’s camera

Survey Responses

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

7/10

  1. Difficulty (Easy or Hard)

Easy

  1. Controls (Simple or Difficult)

Simple but can be difficult at times

  1. Navigable UI? (Yes or No)

Yes

Interview Responses

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

It was an entertaining experience for a short amount of time. It still needs a lot of polish to improve the replayability of the game.

  1. Were you able to learn to play quickly?

Yes, the game was easy to use and I understood how to play the game

  1. What is the objective of the game?

Pick up passengers and drop them off

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

Driving on the road should be easier to control compared to the grass. At the moment, there is no different between the two.

  1. Was anything confusing?

No

Key findings for each PX

Goal 1: Level of Player Engagement & Fun

John McCaffrey found the game enjoyable and played it for a decent amount of time. He would continually play it to see how fast he could complete the game. It was engaging and fun for him but it could still be improved by implementing his suggestions.

Goal 2: Game Difficulty (Simple or Difficult)

The game’s difficulty came from interference in the controls. During gameplay, he found it difficult to properly turn around corners as the game’s environment would change the direction he was currently facing. Besides this problem, the game’s difficulty was simple enough for him to complete its main objectives.

Goal 3: Player Controls & UI Navigation

As previously stated, this play tester found the controls simple enough to use but at times the environment would interfere. Notably, he had no problems with the game’s UI and could easily navigate through it.

List of recommendations for improvement

  • Waypoints or an arrow to point towards the pickup and drop off zones
  • Improve the player controls & fix environment colliders
  • Find a way to add replayability

Capture1.PNG

Play tester 2: Christopher Laffan

Observation Notes

  • Didn’t notice the pickup zone straight away
  • Liked the environment
  • Found the controls difficult at times
  • Understood the objective – pick up passenger and drop them off

Survey Responses

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

6/10

  1. Difficulty (Easy or Hard)

Easy

  1. Controls (Simple or Difficult)

Simple

  1. Navigable UI? (Yes or No)

Yes

Interview Responses

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

It was fun as a prototype. Still needs a lot of work to be a fully-fledged game.

  1. Were you able to learn to play quickly?

Yes

  1. What is the objective of the game?

Find passengers and drop them off.

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

Hard to control at times. The environment would cause problems with the handling of the car.

  1. Was anything confusing?

No

Key findings for each PX

Goal 1: Level of Player Engagement & Fun

Overall, Christopher Laffan found the game entertaining. For most games, there is always room for improvement. With this play tester’s suggestions for improvement would make the game more engaging and fun for players.

Goal 2: Game Difficulty (Simple or Difficult)

Similar to the previous play tester, the game’s difficulty changed depending on the player’s ability to control the handling of the car. The game’s objectives are simple but the controls might need some adjustments to make it easier to play the game.

Goal 3: Player Controls & UI Navigation

It is already apparent that the player’s controls can still be worked on to improve the overall game. That said, the UI navigation was simple enough to use.

List of recommendations for improvement

  • Arrow, radar to detect the location of the pickup and drop off zones
  • Improve player’s controls
  • Red circle universally means no – perhaps change it to a different color

Capture2.PNG

Play tester 3: Liam Trevor

Observation Notes

  • Found the controls easy to use
  • Liked the movable & destructible objects
  • Difficulty in finding the different zones
  • Tested on falling down off the map

Survey Responses

  1. Gameplay (Fun factor out of 1 to 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 were your thoughts about the game?

A lot of fun but still needs some polish.

  1. Were you able to learn to play quickly?

Yes

  1. What is the objective of the game?

Pick up a person and take them to the drop off zone while destroying the environment.

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

No

  1. Was anything confusing?

No

Key findings for each PX

Goal 1: Level of Player Engagement & Fun

This play tester found the game engaging and had a lot of fun during his playthrough. After finishing the game once he would drive around and collide with multiple game objects in the scene.

Goal 2: Game Difficulty (Simple or Difficult)

The game’s difficulty was simple enough for the player in this playtest session.  In the previous playthroughs, players were complaining about the controls being difficult to use as the terrain would interfere. Yet, this play tester had no issues with controls meaning the game’s difficulty wasn’t determined on the controls. Instead the difficulty came from the player trying to complete the main objectives but in this case, it was simple.

Goal 3: Player Controls & UI Navigation

As previously stated, this play tester found the controls simple enough to use and the terrain would not interfere with the controls. Importantly, he had no issues with the game’s UI and could easily navigate through it.

List of recommendations for improvement

  • Populate the scene with additional game objects
  • Arrow or map to indicate the location of the different zones

Capture3.PNG