For cycle 3 we are required to identify goals and sub goals of our game these are the goals you will try to meet in order to win.
We also have come up with 5 challenges:
- Remembering customer orders. To do this you will need to remember which food goes to which customer using the color of their clothes.
- Get enough money each day. There will be expenses to cover each day that will be deducted each day from your total money earned. You will need to serve as many customers as possible for this
- don’t drop your food. You will need to avoid drink spillages and and flung food to not drop the customers food.
Challenge 1 Remembering Customer Orders
- The player will be able to choose who they bring the order to.
- The player will have to make the right choice, if they do not a speech bubble indicating anger will come from both the person who you gave the wrong order to and the person who wanted the order.
- The player will give a customer a food order by pressing a button.
- If they get the order wrong they will be penalized.
Challenge 2 Don’t Drop Your Food
- The player will have to dodge obstacles on the ground and flying through the air. they can either jump duck or do nothing.
- the player will be able to see the obstacles on the ground or moving towards them.
- The player will have to choose whether to jump duck or do nothing in order to deal with the obstacle.
- if they dodge the obstacle they will be able to continue on if they don’t they will slip over and drop their food, losing them precious time.
Don’t Drop Your Food Storyboard
for this cycle we are making a side scrolling game for a target audience. Our target persona is Sally. Our big concept based on her love of community and people. The game we’re making a game where you play as a waiter in a restaurant that must remember people’s orders and deliver them without falling over any dangers in the restaurant.
The PX goals for this game are:
- Remembering: The player will have to remember multiple orders and who they go to.
- Reflexes: The player will have to jump over and duck any obstacles that suddenly pop up in their way.
- Visual Processing: In order to remember what goes to who; the player will have to remember what the customer was wearing.
- Joy: the general tone of the game is joyful, there will be happy music and the visuals will be bright and colourful.
- Cooperation: The player character will be cooperating with their coworkers to give the customers the best service possible.
These player stories are based off our PX goals and design decisions made by the team.
- As a player I want to kill enemies so I will shoot the wolves.
- As a player I want to stay undetected so I will keep my distance from the wolves.
- As a player I want to kill the wolves in a single shot, so I will aim for their head.
- As a player I want to gain points so I will go and collect the bodies of dead wolves.
- As a player I want to be able to collect more bodies so I will drop them at my base camp when my inventory is full.
- As a player I don’t want to be killed so I will target enemies charging for me first.
- As a player I don’t want to be detected so I will crouch down and move slowly to make less noise.
- As a player I don’t want to be swarmed by wolves so I will target lone wolves or target packs at a great range.
- As a player I don’t want to run out of ammo, so I will restock at base camp regularly.
- As a player I don’t want to be caught by surprise by wolves so I will always try to keep my gun fully loaded.
I had trouble with this cycle, this was both due to my time management skills and anxiety. My coding skills were still matched well, but I ran into road bumps which stopped me for a while. I learned that sometimes if features are not working the way you intended and trying to find fixes for them are taking too much time, they just need to be cut or changed. This was done with the majority of the game to the point where it is fundamentally a different game. The bullet drop mechanic wasn’t working and fixes for it brought up new problems so they just had to be hit-scan bullets. The game did not have a foreseeable end as defined by the game design decided on so I made it that once you’ve killed all the wolves you win. I’ve also learned that I need to prioritise getting started early so as not to find I’ve run out of time. Double checking due dates is also important, so that I am not under the impression that I have an extra week under my belt and then start panicking when I realise I don’t. So being stuck on a mechanic and a sudden deadline shift can cause for quite a bit of anxiety.
I did not learn anything about other roles in the process of making this game because my communication skills are terrible.
The most satisfying thing I think I implemented is probably the headshots. There’s not much feedback, but downing an enemy with a single well placed shot is always satisfying. That plus the gun’s shooting and reloading sounds, give the shooting a good feel.
I think that there are a lot of ethical issues with making a first person game based on recent events. There are a lot of bad things going on in the world for a lot of people and picking a recent event that could hit too close to home for some people would be a bad idea. For example one of my game ideas was to be a reporter in the middle of a mass shooting trying to get footage. This would definitely hit too close to home for some people and I was probably making the idea a bit too edgy to make it seem cooler than the rest. Another problem is that first person game usually involve killing people or things and that could also be exploitative if you are killing people based on a recent tragic event.
this playtest plan was made based off the playtests of the other members.
||How to analyse
||What to measure
|G1: level of player engagement and fun
||Play Testers will play the game individually and will talk out loud while they play. They will be asked questions about their enjoyment of the game after. Notes will be taken from both steps
||Self-reported enjoyment and understanding of the game mechanics
||On completion the play tester will be interviewed with 5 questions:
1. How does the movement scheme feel?
2. Are the enemies to hard or easy to hit?
3. Was the scoring system fair?
4. What felt like it was missing?
5. Would the game bore you after a while?
|Notes will be taken on the answers of participants. Looking for patterns in responses to find issues
|G2: If gun feedback makes sense and if player can notice bullet drop
||Ability to play the game with competence
||Gameplay observations and out loud talk
||How well the player does and identify problems that players express out loud
|G3: if the wolves are fun to track and fight
My skills in coding matched the task very well, I have experience in C# and learning how to use unity was not too difficult. The coding that had to do with the Unity 3D engine was easy to look up and learn as well. From a design standpoint I don’t think I did very well, the rockets constantly following the player makes them extremely easy to kite and the boss extremely easy, especially since they can blow each other up with their explosions. I realise that I need to think through how the mechanics will actually work and how they could be exploited. Whenever I needed to find new information I just looked it up on google and the unity forums or stack overflow would have me covered. This made me realise the amount of hours that could go into even something as simple as a small SHMUP and how it takes a lot more thought about how mechanics would work together than I first thought. My critical thinking also needs to improve because I found myself getting stuck at multiple points trying to figure out how I could implement something and I needed to slow down and go through the steps of the problem to fully figure it out.
When working in the team it was hard to stay on track. I tried to keep asking questions to lead discussions and get things done and that worked for the most part. We communicated through Facebook messenger, but not very much. We didn’t really bounce ideas of each other enough to get feedback either. I think I need to work more to engage with the team in the future. The most interaction I had was in the workshops where I sometimes could help them with code but overall we mostly just discussed the current activity.
When working on the game myself motivations was a problem. I get distracted and bored easily, and I have a bad habit of looking at social media in the middle of work and getting distracted for long periods of time, especially when I came up against challenges that didn’t seem trivial. I tried to work through them by listening to music while I work and slowly going over the problem in my head but that didn’t stop me getting distracted completely and losing an hour or more of the day fiddling with something I shouldn’t have. I realise that I need to be more vigilant with myself but that will probably take practice and I’ll only notice the changes over time.
When making the game ethical considerations didn’t really come into it besides documenting where I got my assets from, there aren’t any human models or dialogue in the game so I don’t need to worry about any social issues, I could just make my game.