Sunday, November 4, 2007

First set of presentations

AntLion

- Real time strategy game with ants

Now making a strategy

- You are an ant trapped in a pit with an antlion

-Game too random, disturbed game play

Instructions were misleading

Player wants to play the ant because it is more challenging

Use an ant eater instead of an antlion

Possibly make it an educational game about ants and ant lions


Feedback: Interesting idea, the mechanics seem a bit shaky for this late in development. Switching from RTS to Strategy gives a new spin on this concept. I would like to see a demo before I made involved commentary, but it seems as though this game is going to sink or swim based on its choice of mechanics.

Fins of Fury

-People want weapons

-Paper prototype was very close to game

-You fight enemies when next to them

-You evolve with your fish

-Going to do Torque 3D (tried Halflife Engine, didn’t work)


Feedback: I am picturing frogger with a bazooka when I saw the models. Cool idea, the aesthetics will really define the "fun" of this game. The modelers have their work cut out for them, I would like to remind them that its the attention to detail when in a 3d environment that gives people the feeling of a complete, immersing game. Switching from halflife to torque so late in the process cuts the development time down drastically. Good luck!

Mizu

Side scrolling action game

Fantasy Adventure with puzzles

You are someone defending your town?

Rather kiddy for art style

Used dice to determine severity of damage

Different type of splashes for feedback

Good artwork

Use game components to aid the player


Feedback: The lack of ability to test mechanics on the paper prototype to me suggests, to me, that this team would have been better off with a digital prototype. The artwork seemed fitting and the game premise is solid. I'm excited to see what they are going to do with this. Good job on the prototyping otherwise! The mechanics weren't discussed in great detail so I can't really critique the game idea itself, I'm going to go on what I saw with the prototyping and say this game should do well if they follow their current path and don't fail at implementing appropriate mechanics for their game.

Testing 1…2…3…

Originally a school yard beat’em up

Now a medieval setting

Narrowed scope

focusing on rooms

Paper prototype (could not test platforming)

Want real time (tested to best of ability)

Looked for balance between characters

Different types of characters

Different types of attacks (not just the same old swinging of the sword)

Tested combat effectiveness

Using puzzles

DnD Map/Grid

Used dice to simulate combat results

Had Characters with character sheets

Need more difficult enemies

Unbalanced skills

Too many puzzles

Turn based unfortunately sucks

Need pick ups/upgrades

More Action Oriented

Feedback: I don't remember a whole lot about their game besides it being an action/puzzle. The lack of a name doesn't afford me much reference either. I would have to say from what I remember and the notes that I have, that they started with a generic layout and did a great job of narrowing down their scope. From the looks of it, I'd say they tested most of their mechanics and found their issues quite early. Now we can only hope they fix the balancing issues that are inherent in almost all action games, and get a polished product out by the end of the semester.


More to come!

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