Last Weekly Contribution

We finished game, Michael was able to send us the final version of the game over the weekend and We all user tested the game to find glitches that we believe players would have difficulties with.

Tim and I scripted the demo video and he worked on implementing it. Wilson finalized the art work for the game and the gave input on the trailer.

Dan worked on finding more better sound files that we could replace our current sound files that Tim and I found. I worked on the draft for the final documentation where Dan will be compiling it later on tonight after our game exhibition.

It has been a great semester


Week 9-13 Contribution

These weeks have been quite hectic, we all worked on various parts trying to finish the beta and now in week 13 we are working on our final phase.

Michael is working on the programming, Tim, Wilson and I are working on the graphics/HUD/Sound.

Tim and I discussed on how to make the trailer for our game. Dan is working on the overall sound for our game while we look for different action/enemy/ ambient sounds.



Week 8 Weekly Contribution

This week we all met to work on creating the BETA of our game.

Wilson and I are working on the level design on illustrator, while Tim creates it on Maya to be imported  in Unity by Michael and Dan worked on the design documentation and enemy creation. We found that 2D platforms has many issues in Unity and 3D platforms seem to work better and causes less trouble for our sprite.


Week 8 Game Critique 4: Interface Feedback

League of Legend

Diegetic, Not-Diegetic or Hybrid

League of Legend’s feedback is a hybrid that consist of both diegetic and non-diegetic elements. From the HUD we are able to see spells and character statues, team chat as well as a mini map. Amongst your team the HUD would be diegetic but censored from your opponent. Players in the game on both teams are able to see the health bar that hovers above each character, this spatial diegetic element is heavily used. However, non-diegetic qualities would be when players take damage, die or revive, only the player of each character can see these elements. There is a diegetic element where text and voice notification is present in the game when heroes die or towers are destroyed

Appropriate/Intuitive Feedback

League of Legend does not stray away from the many traditional HUD layouts (Left, Right and Bottom). I would say the layout is efficient in presenting information that is necessary in the game. With a team based game, chat is needed to communicate strategies and plans, while the mini map is needed to help out teams that are struggling in different areas of the map and also look at how the team is doing against the opponent.

There are buttons for casting spells (“q,w,e,r” buttons) but there you can also click on the spells. I would say hitting the buttons are faster while when hitting the button to “ping” on the minimap is faster then the hitting the hot key. It is beneficial when hitting ping because it also alerts the other players of what is happening in the game.


Diegetic, Not-Diegetic or Hybrid

Skyrim’s HUD is considered to be non-diegetic while keeping traditional layout (top and bottom). The top consist of a compass for direction while the bottom has health, magic and stamina laid out horizontally. With their new HUD, it is not less intrusive when players are not losing any health, magic and stamina, they will fade to provide for view of the environment. When hitting the menu button, it presents a compass like menu with 4 selections that can be selected: skills, items, map and magic (top, right, bottom, left). Spatial non-diegetic elements are incorporated when viewing enemies health bars that are not intrusive in the game. There are some diegetic parts where NPCS give out quests or talk to the user and players can choose to either do the quest or not, when completing a quest, text will appear and you may need to follow arrows to hand in the quest item/task.

Appropriate/Intuitive Feedback
In an exploration game, I would say that the less distractions the better. The HUD right now is efficient with fading out the HUD. However, when selecting items, magic and viewing maps I feel that it takes away from the immersiveness of the environment because it stops the game. Although, there is a shortcut “favourite” menu to do quick switches with items, spells or weapons but it still stops the game time and creates this abrupt pause in the player’s immersion into the environment. The console version of the game seems to allow more freedom of movement in the game while on PC, the mouse restricts movement and some players buy a controller for the game to have better control of their character.


League of Legend’s HUD is doing a better job in presenting information because it is needed in the game, while Skyrim’s HUD focus more on bring the player into the gaming world with less visual information as possible. I would prefer a hybrid of both diegetic and not-diegetic HUD, but both types of HUD perform effectively in these two different types of game(team based strategy game and exploration game). I would think that Skyrim’s HUD can be improved to create less of a pause in the game to effectively bring players into the game world by integrating a more diegetic interface.

Week 7 Weekly Contribution

Our team met up on Friday to work on refining our prototype and design document.

We created design questions to ask our participants in our user study. We decided to create two versions of our game to test whether user prefer their character to land on co-ordination platforms or go through them. Over the weekend, all of us worked on different parts of the game:

Michael worked on coding the game and fixing glitches for our prototype.

Dan worked on the level design with Michael and also the design documentation.

Wilson, Tim, Dan and I conducted user tests after the prototype has been completed and worked on refining our design documentation and our combining our user test results online on Sunday.

After the lecture, we discussed what we wanted to include in our level design and what is more important to complete and decided that the level design should be done first along with enemies and platform placements. This was from the guest speakers feedback that we need to focus on our level design and character control first before pushing further in our game development.


Week 6 Weekly Contribution

We met on Friday during the reading break and found some issues that we need to address.

1.) Graphics:

We have issues with using RageSpline graphics, and dicussed that it didn’t no have anything to do with OnCollision or OnTrigger in the script. Michael found that it is probable the 3D / 2D plane of the objects that we created using RageSpline in Unity.

Dan decides to research more on RageSpline

Wilson is almost done with the enemies graphics

Tim and I will continue to work with the level design and the graphics (we plan to find alternatives to implementing graphics through Maya or Illustrator

Michael will continue to work on the programming, now including checkpoints, enemies, and energy.

2.) Endurance/Energy Bar

We wanted to decrease the players energy bar as the move, jump, …etc but we found through internal testing that it is to hard to accomplish a stage with the limited energy that we provide. We decide that the player should collect energy as they explore the terrain instead of decrease their energy because this is an explorational type of game. We plan to decrease some energy when they use their powers collected from the artifacts.

3.) Artifacts

For the artifacts, we decide instead of just having them be placed in hard to reach places is to give them the artifacts as an accomplishment for exploring the terrain. We have to decide the checkpoints where they receive these artifacts.

This week, we were unable to meet today after class because of personal issues(sick, other projects due..etc), but we have communicated online to continue with our tasks beforehand and meet on our usual Fridays.


Week 5 Reading Break Contribution

We all split the work done on our own:

Wilson: works on animation of character: walking, running, jumping and creating enemies.

Dan: narrative, video pre-story

Michael: works on the programming adding endurance bar, and collecting artifacts.

Tim and I: met up to work on the level design of the game because we found that that learning curve is quite high (exponentially).

We had some difficulties with using Unity because we are new and there was some problem with the collision.

-when we form just rectangles, there is collision with the sprite and the sprite animation works (legs moving while walking,running and jumping)

-but when we try to create our graphics with mesh using the plugin “Ragespline”, the sprite animation does not work and the sprite is gliding on the mesh block create.

-We found some answer about OnTrigger and OnCollision and found that we need to code it, so we plan to ask Michael for help on that.

We plan to meet up this week before the end of the reading break.

Week 4 Game Critique 3: Tetris DS- Marathon

The original Tetris came out dozens of years ago, countless spin-offs and re-imaginings have since been released with varying degrees of success. Now it’s Nintendo’s turn to add their magical touch to Tetris with Tetris DS for the Nintendo DS.

There are six main modes in Tetris DS, and each of them has their own theme. The standard Tetris mode is your most simple. Differently shaped blocks fall down from the top of the screen one at a time, and the goal is to create a line of shapes in a given row. Clear a row, and your score increases. Clear two or more lines, and you score even more points.

Push is a unique take on the Tetris formula. It uses a Donkey Kong theme as its background. Opponents try to push each other’s blocks into their opponent’s area by clearing two or more lines. So while your blocks are falling downward, your opponent’s blocks are falling upward. Hence how you’re pushing one another by clearing lines. Once the bundle of blocks has infiltrated the danger line of a given player, the push battle is over and a victor is crowned.

Game Level Fun: High Concepts

Ergonomics is used in the game in a way where the AI opponent is away for the player’s comfort level and the difficulty level increases as the player pushes the opponent to win the game.

The flow of the game is based on the difficulty level, it gets more intense as player hold on longer and continues to push/battle the opponent. It begins rather simple, but the opponent picks up their pace in clearing lines, the difficulty is rather linear and gradually increase the difficulty. This would keep the players hooked because they want to win and beat their opponent. There isn’t much wow factor, with impressive graphics but rather the competitiveness that motivates the players to play. The more challenging, the more the player gets hooked into the game; hence they become hooked even without the impressive graphics. The game focuses more on skills and the players to respond and react to situations that they are put on the spot as well as strategy of how to win quickly or not lose so fast.

Week 4 Contribution

With our weekly Friday meeting, we were able to conduct our user testing after Michael created a prototype for testing our color changing mechanic. We all tried to play with the prototype and found new findings of the responsiveness of the controls and getting use to idea of color switching in the game.

Dan, Tim and I found participants to test our game prototype after we have create a few challenging obstacles. Dan guided the users if there were questions they wanted to ask during the test, Tim observed participants reactions, and I took pictures for our report. Tim guided the post game interview and we helped with asking questions as well.

After, we set up a time to meet on the weekend online to finish the report. Everyone contributed on the google doc.

Week 3 Contribution

We met up on Friday to talk about which engine we would be using to develop our game. We were debating between Torque 2D or Unity 3D an researched on which is easier to implement. We found that Unity maybe able to do on screen editing of the graphics.

Dan and Michael were researching about the engines, while the rest of us worked on the platform and overall map of our game. We worked combining the different environments in the game to create a seamless world instead of frame by frame to different areas in the game world.