Kiran Manni Devlog 2
1. In your area, what were your team's goals for the past week?
My team’s goals were to follow up on the feedback we received about our game, and to fully implement the Multiplayer mechanic to our game. I also personally took the responsibility of creating the Game Design Macro.
2. In your area, which of these goals have been accomplished by the team?
The Game Design Macro was created, and we were able to implement multi-player into the game. We also added a mechanic that fixed one of the concerns we had from the feedback.
3. In your area, what are the team's goals for next week?
Our goal is to implement the power-up mechanic into our game. We also plan to fix the bugs in our movement code.
4. As an individual, what have you accomplished in the past week?
I created the Game Design Macro and coded the movement.
5. As an individual, what will you accomplish by next week to stay on time?
I will continue to work on the movement code so that it works exactly how we want it to work. I will also try to implement the power-up mechanic as best as I can.
6. As an individual, what will you need to learn to accomplish these goals?
I will need to learn about the different ways to make things move in unity so that I can find one that best suits our game.
Playtest
1. What were you playtesting? For example, an analog prototype with a description, a specific level of the alpha build, etc.
We were playtesting a digital prototype of our game. This prototype was one player.
2. What did you want to learn through this playtest?
We wanted to learn how well the current movement code was working. We also wanted to learn if our current level design was complex enough.
3. Who were your playtesters? Do they represent your target audience?
Our play testers were our classmates, they represent our target audience.
4. What did you observe? What did you see when they were playing? Did they interact the way you expected?
Lots of people got themselves stuck in places. This was unintended, so we made note of that. We noticed that people didn’t really have to pay attention to both sides of the screen like we intended for them to do.
5. What questions did you ask your play testers after they played the game?
We asked them about the level design. We wanted to know if the level was interesting enough to go through.
6. What feedback did you receive from your players?
We received a variety of feedback. Some people suggested that we change the color scheme of our game. Most people said that they really enjoyed the concept. One person told us that they didn’t have to focus on both sides of the screen when playing.
7. What, if anything, will you do with that feedback? Did you learn anything?
We learned that our movement code still has problems. We feel like the current color scheme of our game works so we won’t be changing it at the moment. We have decided to add a new mechanic that will hopefully force the players to pay attention to both sides of their playing area.
Mirror
A short and sweet coin collecting race
More posts
- Devlog 3May 17, 2023
- Game design documentApr 19, 2023
- rick sanchez Develog an playtest 3Apr 19, 2023
- Rick Sanchez Devlog2 an play test review 2Apr 19, 2023
- Felix Devlog 2Mar 28, 2023
- Rick Sanchez Devlog1 an play test review 1Mar 15, 2023
- Deployment partMar 08, 2023
- Kiran Manni Devlog 1Mar 08, 2023
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