Kiran Manni Devlog 1
1. In your area, what were your team's goals for the past week?
My goal was to start making the game design documents for our game. I started working on the GDD and I had already made the GD One sheet the week before.
2. In your area, which of these goals have been accomplished by the team?
In my case I think I have done really well, but I haven't started making the GD Macro which I was planning to do.
3. In your area, what are the team's goals for next week?
As my area is coding, we aren't going to do anything related to that as yet. Since we will be in the pre production phase, I will continue to work on the game design documents with my teamates.
4. As an individual, what have you accomplished in the past week?
In the past week I have created the formal presentation of our game's design
5. As an individual, what will you accomplish by next week to stay on time?
To stay on time I will create a GD Macro so that my teammates and I will know what exactly needs to be put in our game.
6. As an individual, what will you need to learn to accomplish these goals?
I will study the GD Macros of other successful games to figure out what is most useful to add, and how to structure my GD Macro
1. What were you playtesting? For example, an analog prototype with a description, a specific level of the alpha build, etc.
We had a paper prototype that showcased a concept for our level designs
2. What did you want to learn through this playtest?
I learned that for our game it might be better to have more complicated designs for levels than simpler ones.
3. Who were your playtesters? Do they represent your target audience?
Our playtesters were our classmates, I believe that they do represent our target audience.
4. What did you observe? What did you see when they were playing? Did they interact the way you expected?
I realized that my way of explaining the rules was not clear enough for some people. As the physical gameplay with the prototype is a bit different from how the game will be digitally, there were times where the testers made mistakes that they wouldn't make in the finished game.
5. What questions did you ask your playtesters after they played the game?
We asked them a few questions like what their opinions on the level designs were, and if they had ideas for a new power up mechanic.
6. What feedback did you receive from your players?
Over all, we received positive feedback on our game. Some people also gave us suggestions on power up mechanics they would like to see in the game.
7. What, if anything, will you do with that feedback? Did you learn anything?
For the power up ideas, we have considered trying to implement one of them into our game.
Mirror
A short and sweet coin collecting race
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- Rick Sanchez Devlog2 an play test review 2Apr 19, 2023
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- Felix Devlog 2Mar 28, 2023
- Rick Sanchez Devlog1 an play test review 1Mar 15, 2023
- Deployment partMar 08, 2023
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