Cycle 3 Reflection

This semester has been a learning experience in so many ways. This course is the first real game making class that I have taken since high school so there has been a lot that was familiar and a lot that was foreign to me. Being able to write code in Visual Studio and then use it in the Unity environment was a new experience and I had experiences where it worked well for me at times and others where it wasn’t even close. I have a lot left to learn about this feature and many others in the Unity engine. I like to think I approached the learning with an open mind and worked with what I learned really well.


The dynamic of working in a group to design the ideas and concepts for the games was an interesting setup for me as I had never worked like this in a group. By having this group obviously communication was expected but the avenues that were available. If I had issues I could easily ask if my team mates had similar if not the exact same issues with their games and ask for help. This skill has certainly improved over the course of the semester.


When working on the assignments in this semester we had the group assignment aspects where we designed the games in groups and wrote documentation more individually. The most effective strategy for keeping track on what is needed and what each member has to complete for any given cycle was communicating. Talking to my group members lead me to be able to manage my time a lot more efficiently, I was able to set aside time to plan out and make my games on my own for the most part and then write the documentation or blog posts with them in the workshops I attended.


When working in a group the planning and working changes as other peoples grades and GPA essentially are in your hands. With this in mind when I work in a group I try and do my work ahead of time so that my group can comment and help improve things like documentation before its due so that we all get the best mark possible. Working in the classes is interesting with the tasks and having to split the work fairly, the course already organises the structure so that every member has to do all of the blog posts at some stage and so on which makes the dealing out even work very simple for us. Being honest with the group is more than just not lying to them its about respect as well. If you or a group member doesn’t respect the others it proves to be an issue and leads to work possibly being stolen, not to mention lazy writing and extremely late work uploads. The level of participation during workshops varies from week to week and studio member to member but on average everyone participates and puts in their two cents worth to help out, if there was an issue at any point the tutors are there to help in any way they can in case it is that bad. Overall working in a group is a huge benefit as the ability to get help from the people you trust and work with regularly is so powerful, it has been a good semester.


Alex Milne n9687157


Cycle 3: Playtest Report

To play test my game i ran three tests on individuals similar to my target audience. I ran the tests individually to ensure that all opinions were individual. I had the testers play the game for 10 minutes and then asked them some questions related to there time playing.

Session Goal 1 : Get Feedback on on how the game feels and how engaging it is.

Q1) How smooth did the game feel ?

A1) The side to side movement was quite smooth but the jumping was very jagged and the character looked liked they were moving at different speeds in the air?

A2) It all felt very clunky especially when jumping or changing directions

A3) It was pretty smooth just to move in one direction but changing direction, especially quickly was really jumpy

Q2) Were you engaged in the game or were the too many things distracting you?

A1) When you ignore how the camera moves differently to the character and how buggy the jumping could be I found myself really focused on serving those customers and making money.

A2) Yeah the game wasn’t running terribly so there was no frame rate issues ruining the experience for me. There were some minor annoyances but overall I’d say most of my attention was focused towards serving all the customers, So I’d say I was pretty engaged.

A3) Every time I reached the end of the diner or the camera moved where the character didn’t or vice versa it was pretty distracting.

Session Goal 2

Q1) Where there any issues that need to be fixed with the level design?

A1) Not anything obvious but maybe some more decorations on the wall might make it look better

A2) The lighting was different from day 2 on wards and made the metals reflect alot less and really darkened the white so it could be hard to see orders.

A3) The lighting was pretty weird, it changed after level 1 and it didn’t look as good as level 1 but there didn’t appear to be any clipping issues or anything like that.

Q2) Are there things that need to be fixed in order to make the game work better?

A1) The jumping and making the camera follow the character properly

A2) the lighting after you switch between days, the jumping motion could be made smoother not let the boxes appear near you at the beginning

A3) the jumping and the camera

Session Goal 3

Q1 What features did you really like about the game?

A1) having to remember the correct orders I felt was a really interesting challenge and I thought it was pretty cool.

A2)dodging the boxes even with the buggy jumping was really fun

A3) The way the cost of living went up, very relatable .

Q2) What would you like to see added to the game?

A1) More variation with the customer types other than the same 2 people at every table

A2) Some extra challenges like different obstacles or having to serve people in a certain time

A3) I don’t know what it would be but some kind of bigger objective other then just making money each day

Analysis of Findings.

It was clear that there are issues with the motion and flow of the game. This compliments my own frustrations I had with how they gamed flowed. Going forward this would have to be the major focus as everybody who has played the game has been bothered by both the jumping and the camera. It looks like a positive reaction towards the concept and the general idea of the game as well as how it works. Fixing other things like lighting and decor would also seem to help in providing a more engaging and enjoyable experience. More challenges such as obstacles and objectives would also help enhance the player experience.

Aidan Fuller – n9707581



Play Test Report Cycle 3

To conduct the play test I had the testers play the game individually and then answer a questionnaire which has been detailed below with their answers to the questions.


Questions for the experienced gamer`s:

Goal 1:

Q1: Did the game run smoothly?

Q2: Was there any obvious bugs in the game where it broke or errors were encountered?

Q3: Did you find that the game performed well on your operating system?

Tester 1:

A1: Most of the aspects in the game ran smoothly, the jumping and movement seemed alright

A2: The only really obvious issue was when the player stopped walking before the animation was finished playing

A3: The game ran fine on my computers OS


Tester 2:

A1: The game ran well, no obvious glitches.

A2: Other than the walking animation for the player character there was no obvious errors

A3: The game ran smoothly on my operating system






Goal 2:

Q1: Did the player move smoothly through the level?

Q2: Was there any characters or player models that were broken, for example walked through walls or fell through the ground?

Q3: Did any parts of the map not line up and could you see out of the map?

Tester 1:

A1: The player itself ran smoothly, the movement system was effective

A2: As mentioned the walking animation was a bit broken but that was the only obvious issue

A3: The map was closed up efficiently, well designed.


Tester 2:

A1: The Player ran smoothly for the most part.

A2: One of the issues found was if the player jumped at the walls, they could get stuck on the walls if they tried hard enough.

A3: The map was designed alright, the diner was closed up and I could not see outside of it.









Goal 3:

Q1: Were the textures on the characters working? Did they form properly around the characters?

Q2: Did the textures on the walls, floor and roof all align correctly?

Q3: Could you not any other design flaws in the game scene itself?

Tester 1:

A1: The textures worked efficiently around the player and the customers

A2: The textures on the walls and floors wrapped nicely

A3: I could not find any other obvious issues

Tester 2:

A1: The player and customer models seemed to be mostly flawless

A2: the floors and walls did not have any errors or unaligned textures

A3: there were no really clear mistakes that I could see



Questions for the Target Audience:

Goal 1:

Q1: Did you find the game enjoyable? Why?

Q2: What about the game did you enjoy the most?

Q3: How Immersing did you find the game to be?

Tester 3:

A1: While the game is quite clearly in its adolescence it was enjoyable.

A2: The time pressure aspect made the game feel slightly more intense

A3: As mentioned before the game is still very young in development so it was not incredibly addictive however the concepts are there.


Tester 4:

A1: The game was sort of enjoyable, could have been better though. It seemed unfinished

A2: The ideas behind the game I liked a lot

A3: I did not find myself losing track of time or getting too addicted to the game but I can see how it might be.


Goal 2:

Q1: Was there any aspects of the design you thought could be changed to improve the game?

Q2: Did you think that there are any improvements that could be made for the characters design or the food design?

Q3: Do you have any other suggestions for how the design of the map and the game could be improved?


Tester 3:

A1: The map design itself was reasonable, maybe some more colour in the overall game though

A2: I can see how more detail in the customers could improve the game

A3: Other than the customers detail and the added colour I don’t have a lot to add


Tester 4:

A1: The walls could have been improved a bit and diners usually have booths not just tables

A2: The meals themselves seemed alright however the player just kept doing the walking animation sometimes

A3: The kitchen could be improved by populating it more


Goal 3:

Q1: Do you have any ideas to improve the gameplay?

Q2: Is there any methods to enhance the game to make it more enjoyable and immersive?

Q3: Do you have any other suggestions to help advance the game?


Tester 3:

A1: The game itself and the mechanics behind it were a good idea, things like more visuals and more of a challenge would be a good improvement.

A2: if the game becomes more difficult I’m sure that the level of immersion will increase.

A3: The only suggestions I have are to make the game more difficult somehow, otherwise with more development it will be a good game.


Tester 4:

A1: If the waiter could hold the food they are delivering it would be really cool

A2: The game itself seemed a bit easy and you could deliver to the same table over and over so maybe have cooldown timers

A3: Make the game harder is the only improvement I have.


Overall analysis:

After having the play testers report back it seems very clear that because the game is still in very early development it has suffered however it is also clear that the play testers thought the concept behind the game was good. They provided constructive feedback on how to improve the games base mechanical aspects and the design involved on the outer layer of the game. After completing this playtest there is a lot left to work on but there is a very clear direction from here.

Cycle 3: Reflection

In this Semester with IGB100 I have learnt many new skills in the area of Game Design. I came into this unit hoping to learn alot of valuable skills to help continue my progress as game designer. there have been many things that I have picked up this semester that have helped me in being able to produce quality mini games. I spent alot of time trying to perfect the skills I learnt in my practicals such as Interactive UI’s, Animation and using sounds. These are things I had not done before this unit and i dedicated alot of time into these areas to bring them up to the level of my other skills. I must admit however that my skills with Animation still have a long way to go after this unit.

Throughout this unit I have developed my ability to work in a team with other ideas and share ideas. I’m used to working on projects alone where the creative direction was completely up to me. I have learnt to work with other people to come up with a combined creative direction. I feel this as lead to better creations on my part thanks to the input of my team mates. I have discovered how valuable the design process is when creating game. Documenting the concepts has helped in the actual development of the game as well as learning to create for specific audience by making design choices that complement the characteristics of the target audience

It was clear that communication was going to be a major factor for the success of the games that were created this semester. during the 2nd mini game we, as a group discovered that an effective way to ensure that everyone’s game achieved what had been outlined in the Game  Look and Feel was to share assets so that models and textures would be the same across everyone’s games. We continued with this approach in the 3rd game as well. while the level design and programming was left to each individual to work on them selves we ensured that everyone’s game met with all the design guild lines we had outlined in a design process during the workshops. This lead to a 3 different games that all shared the same design goals.

it was important in this unit that everyone worked together as a group. this meant that everyone had to make sure they had done there blog posts so that someone else doing a different blog could use the information they needed from a previous blog post. while different members of the group would do different blog posts each week it was important that everyone participated in the workshop activities each week. this ensured that everyone’s inputs and creative goals where included in the design process and the end product. this also meant that everyone was doing a fair amount of work and not pinning everything on one individual. there where times where someone would not be present at the workshop, usually for a good reason, this meant that the group members present at the weeks class would have to communicate with the absentee so that everyone was on the same level and every bodies contributions were included.

Aidan Fuller -n9707581

Cycle 3 Game Objects and Rules

Task 1:



Economy Progression Tactical maneuvering Social interaction
Walking around the diner (movement)


Paid for each meal delivered


Same map layout but more difficult time restraint Movement through the level to prevent dropping meals Character communicating with customers
Items flying at the player


More meals delivered the  more money will be made More difficult score goal to achieve Movement through the levels to prevent being hit and being penalized  
Gravity physics for the players jumping and the items that fly through the air. Have a minimum amount of money that must be earnt to continue to the next level. Multiple levels to represent the difficulty increasing  

5 player stories with these mechanics related to them:

1: player story 2(As a waiter I want to serve customers as quickly as possible to make the most money.) is relevant to the economy mechanics as the player earns money for serving food.

2: Player story 4( As a waiter i want to avoid any obstacles in the diner so I don’t drop the food.) references the gravity involved with the player moving and jumping around obstacles and projectiles or objects flying at them.

3: Player story 7(As a player I want to keep money above the cost of living amount to keep the game going for longer.) relates to economy once again as the game relies on the minimum savings bracket to continue the game.

4: Player story 8(As a waiter I want to i want to serve customers before they leave or become displeased) is linked to social interaction as it is important the customers do not leave and therefore cause the player to lose money overall.

5: Player story 1(As a waiter I want to remember a customers order so I can give them the right meal) references a number of the game mechanics including social interaction and economy. If the customer gets the wrong order and does not pay a tip then the player does not earn money to save for the minimum they are trying to achieve for the next round.


Task 2:

The player object. The player moves with the arrow keys or WASD and possibly space bar to jump or control to duck, the player can also interact with customers by standing close to their table/ using an interact button. The player only interacts with the diner when collecting orders as they will be picking up the meals from a bar area for example and then taking it to a table. The player will be able to move around the diner and will interact with the world by standing around the tables for customers to order and deliver them once picking them up from the bar. They will also have to weave and dodge around the obstacles that may prevent them from being able to do their primary job.


Customers both the ones walking into the diner and others sitting at tables. Customers will enter the diner and sit down at a table but they will not be interactable until they have sat down at a table. They will be able to do all of this independently of the player. The player can interact with the customers once they have sat down at a table, the player will have to stand at the occupied table and wait for a speech bubble with a meal to appear which signifies the customers order. It is then the players job to fetch that meal or drink and deliver it to the customer. The customers will interact with the food delivered by the player and will also interact with the diner as they walk into it and will be sitting at tables waiting for their service and orders. When a customer is delivered the wrong meal they will not give the player a tip which is the aim of the game, receiving tips. Alternatively if the player delivers the right order to a customer they will be rewarded with a tip.


Obstacles on the floor of the diner and possibly from the roof (air conditioning vents and stuff). The obstacles on the floor and the roof will randomly spawn each time a round or game is started but otherwise they will not be able to move. These items if interacted with are able to set the player back similar to losing lives or money as they are obstacles for the player to avoid. When the player interacts with the obstacles on the floor/roof they are impacted by dropping a meal and losing money or in another in game set-back which hinders their future profit in some way. The player can avoid these objects by jumping over spills or not hitting them in general. The obstacles will not interact with any other attributes than the player, customers will not be affected by them nor will the diner itself or the flying objects. When a player runs into an obstacle on the floor or roof when holding a meal they drop the meal and have to pay for the new one with their tip money. If they successfully avoid the obstacles they keep their hard earned money.


Flying objects, possibly plates and milkshake glasses for example. Flying objects will spawn mostly at random and move at a slow pace for the player to react to them. If interacted with similarly the floor and roof obstacles they can set the player back with an in game currency or life system. When the player interacts with the flying objects it affects them similarly to the obstacles in the sense it sets the player back. The player can also avoid these objects by jumping or ducking from them. The flying obstacles will not interact with any other attributes than the player, customers will not be affected by them nor will the diner itself or the obstacles. When a flying object hits a player or a player runs into a flying object when holding an order they will drop or ruin the order which leads to them needing to pay for a new one with their tip money. If the manage to avoid all of the objects they will not lose any of their money.


Task 3:

Objects Object Purpose Object Attributes Relationship to Other Objects Rules, Events and Effects


Rush around and deliver meals to hungry customers Moves with key inputs and collects orders and deliver them Doesn’t directly interact with any customers but can be hit by obstacles and objects. Cant leave the map/diner, loses currency if obstacle is run into or hit by objects


Stationary obstacle for player to run into Spawns randomly at the beginning of each round/ game Does not impact or interact with other objects. If the player runs into the obstacles while holding a meal they drop the meal and pay for a new one or set back in the game in another manner.
Flying Objects Fly towards the character across the screen to try and hit the player Spawns randomly and then flies towards the character at a fixed rate. Does not interact with other objects. If the player is hit by a flying object while holding a meal they drop the meal and pay for a new one or are set back in another manner.
Diner and meals


Diner used as a background, meal is too be transported from the bar to a table Doesn’t move by itself, only meals move when the player picks it up Diner doesn’t interact with player or customers, the meals are only transported by the player to the customers table The player cannot leave the diner but the rules surrounding the meals and diner are pretty simple.
Customers Customers enter the diner and move to an empty table to order a meal all by themselves Walks a path to a table and orders a meal, finishes meal and maybe leaves the diner. The Customers interact with the diner by entering it and sitting down in booths. They order meals and consume them The customers cannot be run into with the player, they are not impacted by flying objects or obstacles. They order food and if delivered the wrong item they do not tip.

Cycle 3: Player Stories

As a group we decided we would be making a game focused around being a waiter at a restaurant. The setting will be a 50’s style diner lengthened to accommodate the style of game. The player will have a limited amount of time to serve as many customers as they can in a day. players will also have to avoid obstacles like spilled food and wet floor signs while they move through the diner. Players will have to make a certain amount of money each day which will increase as each day passes.

Player Stories

1) As a waiter I want to remember a customers order so I can give them the right meal

2) As a waiter I want to serve customers as quickly as possible to make the most money

3) As a player i want to serve as many customers as possible to make the most money each day.

4) As a waiter i want to avoid any obstacles in the diner so I don’t drop the food.

5) As player i want to earn enough money each day to meet the cost of living requirement

6) As a waiter i want to avoid obstacles so i don’t take a time penalty

7) As a player I want to keep money above the cost of living amount to keep the game going for longer.

8) As a waiter I want to i want to serve customers before they leave or become displeased

9) As a waiter I want to minimise the waste of food so I don’t get penalised.

10) As a waiter i want to serve people food so I can get paid

Sally seems to enjoy simulating the lives of real people characters, So play story 5 would align with this characteristic

Sally Doesn’t spend alot of time playing games each day so player story 2 would help her get more done in less time.

Sally plays games that involve an element of tactics and managerial skills which aligns with player story 3

Aidan Fuller – n9707581