Quarter Walkarounds at 10/30 (Wednesday)
Team’s quarter walkaround was on Wednesday(10/30). Before quarter, we made a demo on iPads in order to clearly show our game design and current progress. About the presentation, we were focus on introducing our client, our goal, platform, story and gameplay. The quarter went really well. After the presentation and discussion with faculty, we got lots of valuable feedback, I listed some of the questions from faculty below:
- Will the time pressure push the communication, or make them stressful?
- Other than the crystal math, is there any other way to activate the ultimate skill, more visualized way?
- Four players’ communication is harder than two or three players. Maybe try to make two players communicate first, and then expand the game to four players.
- Who will be the first one to trigger the ultimate skill?
- When they choose the level, it would be better if all of them can have the choose button. They can start the game until they choose the same one.
- The role should be distinct, no overlapping.
- Maybe think about game theory?
Based on the feedback we got from quarter, we made some changes to our game design.
- We changed the choosing level interface. Let all the players can choose the level, but they need to match with each other to enter the game.
- We removed one of the personal skills, so each player has two skills, one personal skill and one ultimate skill.
- Add the feature that social worker can set the time for the battle, so the social worker can control the time pressure of the gameplay.
After Wednesday, we were focus on the on campus playtest on 10/7. Firstly, we prepared some questions for getting their style, such as:
- What kind of video game do you like? Candy Crush? Plants versus Zombies?
- What kind of movie do you like? Star wars? Marvel heros? Disney movies?
- What kind of music do you like most?
- What sports do you like? Football? baseball?
- What’s your favorite color?
- Do you play games a lot?
Then Eric worked on networking, and made the feature of re-connection. Feiran worked on “engineer” gameplay. Emily did the first version of the spaceship. Zhen created a paper prototype for playtest. Sophia finished the UI of login, ultimate skill and engineer.