Tuesday, November 6, 2007

Presentation Critique #2

1. 3rd Cloud
The game was RGB Combat system with nicely done graphics with consistent look throughout the every and entire game scene displayed. The expression of characters and the interactions between characters was interesting and humorous enough to be attractive. However, there was no interaction with object yet, and the ability of characters to move was limited to some extent. More consideration on interaction between characters and development of game combat system should be required.

2. Food Fight
They had a battleship style paper prototype. The game looked interesting, but character cards seemed to play a rol of not very useful elemet of the game. Also, they forgot to keep track of hits and misses. The game consisted of a typical format of battleship.

3. Drive-thru Tycoon
It was interesting to see graphics moving in real time. The graphics were done with a consistent look throughout the game. the interactions between characters was interesting to watch. It would be more interesting for the game to assign more roles and more importance to food icons.

4. Circular Strife
The game used a remote controlled car with a cardboard as a base of the game. It also had attachable bombs, player’s vehicle, and bomb pickup spots. How the game progresses and decides on win/lose of the player with bombs and collisions was interesting.

Tuesday, October 30, 2007

Presentation Critique

1. Ant Lion Prototype
; I liked the level of minimalism in the prototype, which was not too complicated. However, I thought the way the game progresses was too random- it was pretty much how the dice rolls.

2. Fins of Fury
; I liked the idea that the game was not too repetitive but challenging enough. The game allowed fighting against several enemies at once. However, it would have been nice to add random and pointless objects and/or enemies in the game. Use of different weapons would have been nice too.

3. Mizu
; It had a background story that the player has to know before playing a game- I thought this was a good idea for immersion of the player into the game. Also, by having a solid background story, it would be easier to create additional fun elements in the game, using the story as the resource.

4. Untitled Game
; The game tested out each characters' weak and strong abilities. I thought the game should be a little more challenging...maybe more powerful enemies?

Tuesday, October 23, 2007

Zodiac War

After meeting with team members, we are thinking more and more about making game in Flash. We actually discussed using KOF91 as a game engine of Zodiac War, but if Flash is allowed, we think it would be easier for us to work on. By the project manager Kai Hong Chan, I have been assigned a role of character design for the game. Except for short online meetings, we had no officially scheduled meeting this week.

Tasks We have done;
- Preparation for the presentation.
- Preparation for the paper prototype playtest session report.
- Looking into how we would use Flash for our game.

Tasks that need to be done;
- Research on game engines that would be appropriate for Zodiac War.
- Research on other similar games.
- Start designing game visual.

Weekly Assessment

We worked on paper prototype of Zodiac War. Here are links to the report and powerpoint of paper prototype of Zodiac Ware.

www.sfu.ca/~tyook/web/IAT410_TeamZodiac_PaperPrototype.ppt

www.sfu.ca/~tyook/web/IAT410_TeamZodiac_PaperPrototypeReport.doc

Weekly Assessment

We have come up with the report documentation and power point file for the paper prototype of Zodiac War.

Tuesday, October 16, 2007

After Playtesting

After our playtesting session, I felt that the player enjoyed playing the game, but the game itself tended to be a little too simple and repetitive. We made up the game so that the action cards respectively called "Punch", "Kick" and "Fireball" could override any other card so that every battle could create a win-lose situation. However, after playing for a while, we felt that the player was simply selecting a random card from the given three cards, which was different from our intentions. Originally, we figured that the player would have to think about which card to select. We also considered increasing the number of cards and rules as the game level progresses, but did not execute that idea. Now, I think that maybe we should have complicated the game a little bit more by increasing the game level and special powers.