We finalized our demos from last week, and made some determinations as to what worked and what didn’t. We weren’t huge fans of our Walking prototype, as the tight constraints of the maze were difficult to navigate, and looked odd on the 3 screens. Sword and Shield has proved engaging, and while some of the graphics can use a little work (having a giant sword and shield up close looks weird) this definitely seems like a promising prototype going forward. Throwing turned out to be a real challenge, as it’s difficult for the PS Move to know which screen it’s pointing at. Dodging has revealed a lot of interesting information, namely that sound is a great way to inform people of events happening on the side screen. Spiderman was also a surprising success because, even though the controls could use some work, web slinging on 3 screens turned out to be really engaging.
Aaron and I have begun working on a new 3D underwater navigation prototype that uses either keyboard or Xbox controllers. We also decided to branch out a little more, and Jimit, Mac, and Eric are exploring 2D puzzle and platformer games. Finally, we received a Myo this week, and Vivek has begun playing around with it and exploring its capabilities.
Next week is GDC, and the week after that is Spring Break, so we still have a good amount of work to do before halves. Some of our current prototypes need work, and we actually decided to go back and improve some of our older prototypes using what we’ve learned since quarters. We also want to run another set of playtests, and we need to put together our presentation. Fortunately, we’ll all be around during Spring Break, so we should have another solid week to take care of all this.