Nov 26, 2007

Weekly Update (Again!!)

This is probably my least work intensive one due to my role as a designer (most duties such as troop values and units are done in the earlier part of the class).

This week i've worked on more level designs (paper) and bits of balance. Didn't meet teammates much beside the lab on tuesday and the occational msn.

Most of my work and exams are due/on this week so I am glad that I finished majority of my work beforehand. Though not quite as involved but should have much more free time after next monday.

Plans for next week... atm more level design and revision and balance.

Nov 19, 2007

Weekly Update

The supply system very likely to be cut (or simplified to the version we have in game) and not much happening with the level design as I am running into a "designer's block" to create interesting maps.

More are needed on the terrain stuff and keeping the game simpler than the docs. Being this late in the development cycle means as a designer I will be spending lots of time in the coming days polishing the units on both sides and the gameplay. Will be doing some more level design but atm I think polishing the gameplay/balance should be of a higher priority.

Critiques on Game Prototypes Presented (part4)

The Legend of Chopstick Chung

Aethetics: the cartoony art enhences immersion into this fantasy sport/challenge of chopstick skills.
Dynamics: The style of collection of minigames make this an easy fit for casual game catagory. However I think this at the same time push it away from being a perfect fit in that catagory by not being a full feature game (of lots of mini games). I think the individual mini games is not long enough to warrant the running of the game vs. popular flash games on the net and at the same time the collection are way less than say fusion frenzy or raymen's raving rabbits. In the end I think the idea is great but too limited as a 1 semester project.
Mechanics: Very simple; which is great for these types of games.


Deep Field

Aethetics: Somehow this reminds me of the game asteroids... does not get what the game is trying to achieve beside the twitchingness of cs (minus the headshots and the like).
Dynamics: Based heavily on player reactions, seems fun for a while but not sure about its staying power with players.
Mechanics: very simple but unlike the previous one there is not enough incentive (for me at least) to want to play it.


Dynasties:

Aethetics: A very wordy game based on the presentation, doesn't say much about the actual game besides the collection of urls to get better scores. One major downside is that they need to be sufficiently proficient in the era of dynasties of their choice.
Dynamics: Would really like to see some art since it will help loads in immersion and at the same time less taxing on reading.
Mechanics: Nice idea but need more to make education fun (problem with all education game really).

Nov 12, 2007

Weekly Update Yet Again

This week there is alot less done on my part:

= The South faction's units and stats have been implemented and works.
= Minor testing of balance
= Some levels draft; found new problem

This week the only time i've met with the group members is Tuesday and the occational MSN.

Next week:
Since the terrain set should be done so more level design can be done; it will be the main focus. The otherthing that will be getting its share of attention is the supply system though it will still not be the main focus (it is beginning to turn into more of "if-possible" feature).

Critiques on Game Prototypes Presented (part3)

This is the part 3 of the prototype critique:

Stick Ninja:
Aesthetics: Very megaman like and I think the collection of enemy weapons will tranlate into a good gaming experience.
Dynamics: Not quite a platformer from the prototype due to obvious limitations but otherwise alright.
Mechanics: Simple and very similar to megaman concept so it should work out fine.

Zodiac War:
Aethetics: Not very immersive and needs alot of work.
Dynamics: Like their conclusion, there is a need of more attacks to make things interesting.
Mechanics: Not exactly sure how a rock-paper-scissor style will work in a fighter game as I am inexperienced in it.

Crack Baby:
Aethetics: Interesting artwork and funny.
Dynamics: There probably need to be more kinds of weapons like metal slug to make it more diverse.
Mechanics: Since for the testing they got god-mode on so I guess balancing will be a priority.

Nov 5, 2007

Weekly Update

To avoid readers from reading a wall of text I am going to do this week's update in point form.
This week I've met my team mates:

- In Tuesday lab
- In an online MSN team meeting

This week I've done the following:

- Implemented stats for the Arctic Side
- Implemented the last (machine gun) damage formula and twicked it
- Implemented the cover system (though no terrain gives cover atm)
- Implemented the movement factore in which moving decreases your damage significantly
- Balancing of damage formulas

Next week I am going to do:

- Implement stats for the South Side
- Get stats for terrain (hopefully)
- Figure out how to get elevation working (maybe)
- More play test and balancing (as time permits)

Nov 4, 2007

Critiques on Game Prototypes Presented (part2)

This is the critiques on the game prototype presentations (week2)

 3rd Cloud:
Aesthetic:  The digital prototype's graphic is very rpg-ish, which fill their game very nicely.  The world and individual sprites are a bit bland atm but that is expected of a prototype.

Dynamics:  This feels like many rpgs out there and nothing that really stands out just yet.  It is however understandable due to it being a prototype.

Mechanics:  Would be nice to fix the weapon not equipping automatically problem; perhaps a class system might be good as well by diversifying character strength.


Food Fight:
Aesthetic:  It feels like a random game someone can just pick up and play.  Since it is a variant of battleship the gameplay will likely be slow, which is not how I would picture a food fight... Maybe it will work out in the end.

Dynamics:  Based on the presentation it is just battleships with new rules.  I think it jut might be too slow paced in the given setting.

Mechanics:  Some tinkering and creativity are needed to make this interesting and fun after 5 minutes.  Although they decided to remove it, I think the card system would have been enough to make this variant of battleship more interesting.


Drive Through Tycoon:
Aesthetics:  Somehow I am not really getting the tycoon game feel from the presentation; perhaps its just the prototype.  I am sure with more work it will be better.

Dynamics: Its a point and click game... not much actually.

Mechanics:  I think they need to come up with a better leveling or difficulty increase to distinguish themselves from those flash games on web.

Circular Strife:
Aesthetics:  The game looks like a nice party game (physcial) and seems to be fun to play.

Dynamics:  There alot of player interaction so it should make a neat multiplayer.

Mechanics:  I think they need more powerups and other features to diversify the game a bit.