Mon, Feb 22, 2016:

1) Production detail meeting

We redesign the game and set the production goal of our game. The decision we made is as followed.

Game Design

Start balancing of the variables in the game. Stand alone, free for all game format. Each character has 3 life.

Art

2D background, 3D character and obstacle, controller UI, animation for before-throwing/throwing/dodging motion

Programming

Keep the current camera angle, Implement dodging, animated motions, polish split screen

Sound

Compose the BGM and prepare all the SFX

2) Sprint Meeting

We decided to run a 2-week sprint. The objective of the sprint will be making a refined prototype, and preparing half-presentation .We made the new project backlog story and estimated the works and start the first day of the sprint.

Tue, Feb 23, 2016:

1) Production

We focus on production and prepared the playtest

 

Wed, Feb 24, 2016:

1) Production

We focus on production and prepared the playtest

Thu, Feb 24, 2016:

1) Playtest

We conducted the playtest and we have lots of feedback about UI and control, backgrounds. The detail information is as followed.

 

Playtest_00 (20160225)

(Room 5212 / 3:30 ~ 8:00) 13 ETC student participated.

UI

  • Put the HP UI on the TV screen
  • Want more intuitive shooting Indicator(While pushing button)
  • Want to see how far I can throw a snowball
  • Trajectory throwing will make the game more natural
  • Change the direction arrow to joystick
  • Big controller UI was good
  • Make color more intuitive(Because the direction arrow and snowball button were green color, it was confusing)

Game Mechanic & controller

  • Character movement was slow
  • Turning was frustrating
  • Balancing the movement parameter while testing
  • Charging system will provide more fun(More power/more long range)
  • For a dodging system, how about making stamina for dodging?
  • If throwing range is changeable, it would be fun
  • Dodging is broken
  • Aiming was satisfying
  • Wants to control the size of my snowball
  • Take advantage of the smartphone controller(Use vibration)
  • Google translation page sometimes occur error

In-game environment

  • More environment design(More objects, character)
  • Implement intuitive objects to help player to understand the wrap-around system naturally
  • Control the player’s movement indirectly with the objects(limited wrap-around)
  • How about putting snowman object that can give players more score or special effect
  • Background looks like ice, not snow
  • How about putting boulder? It will make every game always different

Reference & other

  • Mario-party game
  • Like chaotic feeling of snowball fight

Sound

  • Make more sound/narrative for each character
  • Encourage player to use the sound as taunt sound
  • If the sound is coming out from controller, it could be new and fun
  • Sound was too much
  • Too repetitive
  • Sound was messy, looks like it was part of fun

Adding game design layer

  • If player can block the snowball with shield, it would be fun
  • Class system(With different range and power)
  • Team vs team mode can be interesting
  • Making snowball
  • Capture the flag
  • Put power-up system

Character

  • Wants to see dead motion
  • Like the way of character dying (flying)
  • Think more about character dying motion

 

Fri, Feb 25, 2016:

1) EA CEO Andrew Wilson Talk

We all attended to the EA CEO Andrew Wilson talk. The purpose of the talk was sharing his vision for the game industry.

2) EA CEO visiting

EA CEO Andrew Wilson visited out room and he tests our game. He liked our game very much, and also, he gave us lots of advice that we can apply it.