Friday, September 26, 2014
9/26/2014
This week I will be trying a new way to discuss my design processes. This past week has been met with both success and hardship. Starting with the more challenging parts of this week I will note that being unable to challenge stage one has been a major downer for me personally. Going through to make the project stand out and work well with the criteria of stage one was a challenge and ultimately did not affect whether we would be able to move on or not. However, we were still able to receive feedback on our presentation and make up of what we had to present. On another less than amazing note is finding out that our Conundrum Coliseum Game idea has potential to be stopped in its tracks do to criteria that all games should be able to be played in a single player mode. While we are not completely in trouble this has made a lot of my ideas and the teams ideas extremely challenging to work with. a lot of pressure has been put on me to try to rethink how this game is going to work. While I accept this challenge I will not lie and say I was not disappointed. On a more positive note however, I am very happy with the focus and advancement the team has made on Comet Collide. Seeing this has also made me feel a lot better about the fact that a single player game may be required to continue on. If Conundrum Coliseum does ultimately become unsalvageable Comet Collide game may be just what saves us in the end.
Monday, September 15, 2014
9/15/2014
- Continued working on balancing classes
- Presentation of our solidified and simplified ideas
- Update on comet collision
- Continuing Visual Design doc on both
- Presentation of our solidified and simplified ideas
- Update on comet collision
- Continuing Visual Design doc on both
Saturday, September 13, 2014
9/13/2014
- At the moment we are all are all working to make more dialog within the game
- We have been suffering in making the game work well with all the classes, savior and executioner balance each other well enough but the neutral player is lacking.
- We have all decided to do away with points and the idea of last man standing
-I also personally proposed that we add a new class into the mix.
- This new class is defined as the sponge and will suck battery life away from others.
- Through this we have also needed to do away with the neutral class in order to balance game play.
-After doing so we were able to balance in a way that every class helps and hurts in at least to ways to another class
-The shield class may need more editing in the future but for now we are happy.
- The biggest challenges that face me now are finding a way to possibly add the prisoner's dilemma into the game and further balancing the game appropriately.
Thursday, September 11, 2014
Weeks 1, 2, and 3
Week 1
Week 2
Week 3
- Introduced teams to ideas
- Started imagining what comet collision would look like
- At first meeting we discussed the comet in depth and how its speed, damage, and movement will work
- As the designer the biggest problem I foresaw was creating and balancing the levels for this game.
Week 2
- This week we continued on our idea of the comet and presented a more in depth version of what was going on
- people had some concerns
- We also presented Death cube people were more interested by this idea.
- We put a lot more effort into this and I particularly dove into the prisoners dilemma, the main problem I had with this model is that the reward vs punishment outcomes.
- I worked out a way to introduce this theory into conundrum coliseum.
- At this point I also went further into how a comet moves and is affected in space
Week 3
- Reworking the prisoner's dilemma, main focus is to understand what we want for the learning outcomes of our game.
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