Post 6 (Postmortem
Unit 3)
Figure 1 shows H.O.P.E. being play tested.
H.O.P.E
o Group number 4
o We are the Human League!
o
Game summary
§ H.O.P.E is a game about humanity being
in the face of danger against invading unknown beings attacking the world.
§ The games default start area is the hardware
store also known as the safe zone where you find a deceased soldier who leaves behind a
recording of what happened in his cellphone.
§ Giving the player insight into how the
attack started and why they are here. The objective of the game is to find all
H.O.P.E components, build it and use it to destroy the aliens while saving
humanity.
o
Target audience
§ The target audience for our
game is for teenagers and older. It is easy to understand and very fun.
§ Keeping them entertained every step of the way
due to the mix of imagination on how to attack them. Did I mention it’s a
fighting game! This game would interest people who like battle games that are
combined with saving the world.
§ Teens and adults who love fighting
games would enjoy this type of game. Player interaction is player versus
game. This is team player based.
o
Detail any problems encountered in your entire Iterative Design
process for this Unit:
§ Problems I encountered with my group
in our entire iterative design process for Unit 3 was not being able to clarify
from the beginning that the game was appropriate for teenagers to adults, we
forgot to make it clear what age range it was appropriate for.
§ We also encountered another problem
early on with our classmate players who didn’t know what the starting/end point
in the game was.
§ We clarified by adding in our rule sheet
that it is the Hardware store that people begin/end the game. The hardware
store is also where you build H.O.P.E., the weapon that you use to destroy the
flying saucers.
§ You can also recover with the health cards you
find in the buildings in order to get ready for the final battle, the Hardware
store is also considered a safe zone.
o
Completion issues in regard to gameplay as well as management of theproject.
§ Solution to task completion in regard
to gameplay was to have each of us focus on an area to get things done, this
helped a lot in the process and management to meet our deadlines.
§ We also manage to time our game since
in the beginning we actually forgot to keep track of this as well in order for
the players to have an idea how much time this game is required for full
gameplay.
§ As we played, we calculated that tome
play was between 35 to 45 mins and as soon as you know how to play the game it can
go as fast as 25 to 35 minutes for an experienced player for this game.
o
What you would change about your own development process going forward?
§ What I would change about my own game developments
process going forward is to make a task list of what are frequent things I
frequently forgot that are vital to creating a game that I kept forgetting to
do. Put in my priority listing to get it done first and cross off to be sure I
had it completed.
§ This task list would help for clarity
sake to see what has been done. Participate more in the artistic side of the
game since I worked more on the area of making the game playable, so it keeps
the players entertained, not bored, and clarifying time play, start/end game
point and age range.
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