Sam
-Digitally draw the art
-Fridge
-Picture
-Magnet
-Trap door
-Grill
-Order screen
-Trash can
-Clarence
Sara
Zac
-Implement interactions for everything Sam drew
-Test for and fix any possible glitches
Monday, December 9, 2013
Tuesday, December 3, 2013
Wednesday, November 20, 2013
Sprint 15: Playtest Results
1. The controls were easy to figure out and/or get used to.
easy
hard
1 2 3
4 5
2. Did you like the graphical style of the game?
hate
love
1 2 3 4 5
3. How challenging was the game?
not very very
1 2 3
4 5
4. Does anything else stand out?
The title screen was really neat
5. If you could see one thing in this game that wasn't
there, what would it be?
Have clickable objects highlight
1. The controls were easy to figure out and/or get used to.
easy
hard
1 2 3 4
5
2. Did you like the graphical style of the game?
hate
love
1 2 3 4 5
3. How challenging was the game?
not very very
1 2 3 4
5
4. Does anything else stand out?
Wasn’t sure how to move around after the first puzzle
5. If you could see one thing in this game that wasn't
there, what would it be?
Add more characters, like Boomer the Bobcat!
---------
1. The controls were easy to figure out and/or get used to.
easy
hard
1 2 3 4 5
2. Did you like the graphical style of the game?
hate
love
1 2 3 4 5
3. How challenging was the game?
not very very
1 2
3 4 5
4. Does anything else stand out?
5. If you could see one thing in this game that wasn't
there, what would it be?
Put Wellington
in the puzzle areas, so I can tell what he is allowed to immediately interact
with
1. The controls were easy to figure out and/or get used to.
easy
hard
1 2
3 4 5
2. Did you like the graphical style of the game?
hate
love
1 2 3 4 5
3. How challenging was the game?
not very very
1 2 3
4 5
4. Does anything else stand out?
Not sure what I was supposed to be doing without the help of
the playtesters
5. If you could see one thing in this game that wasn't
there, what would it be?
Put cutscenes in the beginning so I know what I’m supposed
to be doing
---------
easy
hard
1 2
3 4 5
2. Did you like the graphical style of the game?
hate
love
1 2 3 4 5
3. How challenging was the game?
not very very
1 2 3
4 5
4. Does anything else stand out?
Some of the objects were too small to make out
5. If you could see one thing in this game that wasn't
there, what would it be?
Wasn’t sure what to do, some context in game would have been
really helpful
Thursday, November 14, 2013
Sprint 15 Updated Playtest Questions
1. The controls were easy to figure out and/or get used to.
easy hard
1 2 3 4 5
2. Did you like the graphical style of the game?
hate love
1 2 3 4 5
3. How challenging was the game?
not very very
1 2 3 4 5
4. Does anything else stand out?
5. If you could see one thing in this game that wasn't there, what would it be?
Tuesday, November 12, 2013
Sprint 15 Playtest Questions
1. Were the controls easy to figure out and get used to? (If no, how can they be improved?)
2. What do you think of the overall aesthetics of the game? (Music, art style, atmosphere, etc.)
3. Was the learning curve too steep? (Was anything too difficult or too easy?)
4. Was there anything you particularly liked or disliked that wasn't covered in the previous questions?
5. Are there any changes or improvements you would recommend we make to the game?
Thursday, November 7, 2013
Tuesday, November 5, 2013
Sprint 15: Destination Alpha Part A
| TEAM NAME: Inverted Gnome | GAME TITLE: Detective Wellington | PRODUCER: Sara Detrik | |||
| Task List Date 11/5/2013 | Date: | Due Date:11/21 | |||
| Task List | Team Member | Estimated Time | In Progress? | Playtest (yes/no) | Done? (yes/no) |
| Draw background objects for kitchen part 2 | Sam | 2 days | yes | no | no |
| Draw interactive objects for kitchen part 2 | Sam | 2 days | yes | no | no |
| Digitally draw characters for kitchen part 1 and 2 | Sam | 1 day | yes | no | no |
| Finish implementing all actions to solve bar puzzle | Zac | 2 days | yes | yes | no |
| Implement kitchen puzzle part 1 | Zac | 3 days | no | yes | no |
| Implement kitchen puzzle part 2 | Zac | 3 days | no | yes | no |
| Write Final Cut Scene | Sara | 1 day | yes | no | |
| Outlines of Cut Scene Actions for First, Middle, and End | Sara | 2 days | no | no |
Tuesday, October 29, 2013
Sprint 13: One More Time
Zac
-Make Wellington appear in the right spot in the overworld after changing locations
-Get at least half of the actions functional for puzzle 2
-Create main menu for title screen with instructions on how to go through the game.
Sam
-Draw Tommy
-Draw 3 interactive items for kitchen part 2
-Draw 4 backdrop objects for kitchen part 2
Sara
-Skeleton for Bar Part 2 and Secret Basement
-Flavor Text for Bar Part 2 and Secret Basement
-Write dialogue for final cut scene.
Lens # 82: The Lens of Inner Contradiction
What is the purpose of my game?
To complete puzzles to advance the plot in order to give the player a sense of achievement in completing the game and puzzles.
What are the purposes of each subsystem in my game?
Travel around the hub world and solving puzzles
Is there anything at all in my game that contradicts these purposes?
No, each area is consistent in how the subsystems work.
If so, how can I change that?
If there is an inconsistency, we will change it to a puzzle in order to keep with our theme.
Lens #83: The Lens of the Namelss Quality
Does my design have a special feeling of life, or do parts of my design feel dead? What would make my design feel more alive?
Perhaps more interaction with NPCs, a real purpose to the HUB world other than aesthetics.
Which of Alexander's fifteen qualities does my design have?
Boundaries
Could it have more of them, somehow?
Perhaps if we decide to make the puzzles more diverse.
Where does my design feel like my self?
We're creating this game because point and click adventures hold some nostalgic value for us. That's why we wanted to design this and how we see ourselves in the design.
Tuesday, October 22, 2013
Sprint 12: TLC
Screenshots:
Task List
Sam
-Make sprites for second puzzle
-Bar
-Kitchen part 1
-Tammy (Kitchen Part 1)
-Tommy (Kitchen Part 1)
-Objects for Kitchen Part 1
-Draw title screen
Zac
-Add Sam's title screen to the beginning of the game
-Begin implementing second puzzle after receiving Sam's sprites
Sara
-Flavor/Dialogue for Kitchen Part 1, Park, and Kitchen Part 2
-Skeleton for Park and Kitchen Part 2
Lens # 48: The Lens of Accessibility
How will players know how to begin solving my puzzle, or playing my game? Do I need to explain it, or is it self-evident?
· It’s self evident how to begin solving puzzles. There are buttons on the bottom of the screen that are actions so the players will start using this actions to interact with the environment to see if they can alter anything.
Does my puzzle or game act like something they have seen before? If it does, how can I draw attention to that similarity? If it does not, how can I make them understand how it does behave?
· Yes it does. We’re trying to mimic classic point and click adventures with our game. We draw attention to that similarity with the ability to point and click, and to choose ways to interact with the environment.
Does my puzzle or game draw people in, and make them want to touch it and manipulate it? If not, how can I change it so that i does?
· Our game does draw people in because of its charming atmosphere, loveable cartoonish art style, and interesting looking environments. People don’t think it be like it is, but it do.
Lens # 49: The Lens of Visible Progress
What does it mean to make progress in my game or puzzle?
· More of the game’s world will be accessible, and the plot will progress.
Is there enough progress in my game? Is there a way I can add more interim steps of progressive success?
· Yes there is enough.
What progresss is visible, and what progress is hidden? Can I find a way to reveal what is hidden?
· The progress is visible through the plot and how close the player feels to uncovering the truth.
Lens # 51: The Lens of the Pyramid
Is there a way all the pieces of my puzzle can feed into a singular challenge at the end?
· Yes because the player can hold onto items they find in earlier puzzles. Probably. Game development is still underway.
Big pyramids are often made of little pyramids – can I have a hierarchy of ever more challenging puzzle elements, gradually leading to a final challenge?
· Yes we can introduce new elements in each puzzle or completely different kinds of puzzles that go beyond pointing and clicking and that might involve some platforming.
Is the challenge at the top of my pyramid interesting, compelling, and clear? Does it make people want to work in order to get to it?
· Yes it is. The challenge will end with the thrilling conclusion to our plot and the players will have a nice feeling of accomplishment when they uncover the truth.
Task List
Sam
-Make sprites for second puzzle
-Bar
-Kitchen part 1
-Tammy (Kitchen Part 1)
-Tommy (Kitchen Part 1)
-Objects for Kitchen Part 1
-Draw title screen
Zac
-Add Sam's title screen to the beginning of the game
-Begin implementing second puzzle after receiving Sam's sprites
Sara
-Flavor/Dialogue for Kitchen Part 1, Park, and Kitchen Part 2
-Skeleton for Park and Kitchen Part 2
Lens # 48: The Lens of Accessibility
How will players know how to begin solving my puzzle, or playing my game? Do I need to explain it, or is it self-evident?
· It’s self evident how to begin solving puzzles. There are buttons on the bottom of the screen that are actions so the players will start using this actions to interact with the environment to see if they can alter anything.
Does my puzzle or game act like something they have seen before? If it does, how can I draw attention to that similarity? If it does not, how can I make them understand how it does behave?
· Yes it does. We’re trying to mimic classic point and click adventures with our game. We draw attention to that similarity with the ability to point and click, and to choose ways to interact with the environment.
Does my puzzle or game draw people in, and make them want to touch it and manipulate it? If not, how can I change it so that i does?
· Our game does draw people in because of its charming atmosphere, loveable cartoonish art style, and interesting looking environments. People don’t think it be like it is, but it do.
Lens # 49: The Lens of Visible Progress
What does it mean to make progress in my game or puzzle?
· More of the game’s world will be accessible, and the plot will progress.
Is there enough progress in my game? Is there a way I can add more interim steps of progressive success?
· Yes there is enough.
What progresss is visible, and what progress is hidden? Can I find a way to reveal what is hidden?
· The progress is visible through the plot and how close the player feels to uncovering the truth.
Lens # 51: The Lens of the Pyramid
Is there a way all the pieces of my puzzle can feed into a singular challenge at the end?
· Yes because the player can hold onto items they find in earlier puzzles. Probably. Game development is still underway.
Big pyramids are often made of little pyramids – can I have a hierarchy of ever more challenging puzzle elements, gradually leading to a final challenge?
· Yes we can introduce new elements in each puzzle or completely different kinds of puzzles that go beyond pointing and clicking and that might involve some platforming.
Is the challenge at the top of my pyramid interesting, compelling, and clear? Does it make people want to work in order to get to it?
· Yes it is. The challenge will end with the thrilling conclusion to our plot and the players will have a nice feeling of accomplishment when they uncover the truth.
Tuesday, October 15, 2013
Sprint 11: Balance
Sam:
Three characters drawn (HUB world characters: Coolbird Jim Cunningham, Sir Bearington)
Draw buildings for backdrop in hub world
Draw hallway
Zac:
Get dialogue options working
Add Sam's characters
Sara:
Skeleton Outline for Second Puzzle Room
Skeleton Outline for Third Puzzle Room
Flavor Text for Second Puzzle Room
Lens #33: The Lens of Triangularity:
-Do I have triangularity now? If not, how can I get it?
We haven't considered to include triangularity in our game until now.
Right now, our game doesn't rely on the player taking any risks because there's
one way to solve the puzzle, no time limit, and the reward is always the same.
To give our game triangularity, we could potentially add time limits to our puzzles,
or some secret areas to reach in the hub world that require spending player resources to get to. Another way to reach triangularity would be to give penalties if the player tried to continuously click on the screen to find hidden items, instead of working towards them logically. A time out screen would pop up, or some other kind of penalty.
-Is my attempt at triangularity balanced? That is, are the rewards commensurate with the risks?
The reward is the advancement of the plot, which is really important on its own. The reward is also the feeling the player gets once they solve a hard puzzle by themselves, so if they're clicking about randomly, they won't have that feeling of accomplishment, which is integral to the game's experience.
Lens #32: The Lens of Meaningful Choices:
-What choices am I asking the player make?
Dialogue choices, as well as what object to use where/what to examine further.
-Are they meaningful? How?
Yes because they can slightly alter the story line and flavor text the player reads, as well as show the player if they're on the right track or not.
-Am I giving the player the right number of choices? Would more make them feel more powerful?
Would less make them game clearer?
We're giving the player the number choices we feel is appropriate without
overwhelming the player. It would make them feel more powerful because they would
feel as though they have some affect on the storyline, as well as that they themselves have the capability to solve these puzzles. Giving the player less choices would make the game feel too streamlined and easy.
-Are there any dominant strategies in my game?
The only dominant strategy is that of logical thought process, that is to say, puzzle solving. The player must point and click on objects to find out certain clues or meanings, however in the end it is up to them if they use them in the correct order or not. The most dominant strategy is just the gamer's thought process, as it's all intuitive knowledge we have already gathered from everyday life. Example: If there's a lock, there must be a key.
Lens #35: The Lens of Head and Hands:
-Are my players looking for mindless action, or an intellectual challenge?
An intellectual challenge, because our game isn't very fast paced and requires players
to stop, think, and examine at their surroundings in depth to really make sense of the puzzle.
-Would adding more places that involve puzzle-solving in my game make it more interesting?
Yes, because puzzles are the focus of our game, so adding more would only help.
To keep it interesting, each puzzle would be unique, with its own set of items that can also be used across puzzles.
-Are there places where the player can relax their brain, and just play the game without thinking?
Yes, that would be the hubworld. In the hubworld, there won't be much puzzle solving,
but instead some fun platforming action and simple exploration.
-Can I give the player a choice - either succeed by exercising a high level of dexterity,
or by finding a clever strategy that works with a minimum level of physical skill?
In a way, yes. We have dialogue options, each one pertaining to information you can gather. We do not have stats such as dexterity or strength in our game, only the player's brain power itself which we can't set ahead of time. The dialogue options, however, are the ways that the player can gather information and solve the overarching mystery. Some of them will give you different information or responses, giving the player a choice on how to go about interrogating the NPCs of the game.
-If "1" means all physical, and "10" means all mental, what number would my game get?
7, although it's dominated by puzzles, we also have the platforming action of the hub world to give the player a little break in between puzzles.
Three characters drawn (HUB world characters: Coolbird Jim Cunningham, Sir Bearington)
Draw buildings for backdrop in hub world
Draw hallway
Zac:
Get dialogue options working
Add Sam's characters
Sara:
Skeleton Outline for Second Puzzle Room
Skeleton Outline for Third Puzzle Room
Flavor Text for Second Puzzle Room
Lens #33: The Lens of Triangularity:
-Do I have triangularity now? If not, how can I get it?
We haven't considered to include triangularity in our game until now.
Right now, our game doesn't rely on the player taking any risks because there's
one way to solve the puzzle, no time limit, and the reward is always the same.
To give our game triangularity, we could potentially add time limits to our puzzles,
or some secret areas to reach in the hub world that require spending player resources to get to. Another way to reach triangularity would be to give penalties if the player tried to continuously click on the screen to find hidden items, instead of working towards them logically. A time out screen would pop up, or some other kind of penalty.
-Is my attempt at triangularity balanced? That is, are the rewards commensurate with the risks?
The reward is the advancement of the plot, which is really important on its own. The reward is also the feeling the player gets once they solve a hard puzzle by themselves, so if they're clicking about randomly, they won't have that feeling of accomplishment, which is integral to the game's experience.
Lens #32: The Lens of Meaningful Choices:
-What choices am I asking the player make?
Dialogue choices, as well as what object to use where/what to examine further.
-Are they meaningful? How?
Yes because they can slightly alter the story line and flavor text the player reads, as well as show the player if they're on the right track or not.
-Am I giving the player the right number of choices? Would more make them feel more powerful?
Would less make them game clearer?
We're giving the player the number choices we feel is appropriate without
overwhelming the player. It would make them feel more powerful because they would
feel as though they have some affect on the storyline, as well as that they themselves have the capability to solve these puzzles. Giving the player less choices would make the game feel too streamlined and easy.
-Are there any dominant strategies in my game?
The only dominant strategy is that of logical thought process, that is to say, puzzle solving. The player must point and click on objects to find out certain clues or meanings, however in the end it is up to them if they use them in the correct order or not. The most dominant strategy is just the gamer's thought process, as it's all intuitive knowledge we have already gathered from everyday life. Example: If there's a lock, there must be a key.
Lens #35: The Lens of Head and Hands:
-Are my players looking for mindless action, or an intellectual challenge?
An intellectual challenge, because our game isn't very fast paced and requires players
to stop, think, and examine at their surroundings in depth to really make sense of the puzzle.
-Would adding more places that involve puzzle-solving in my game make it more interesting?
Yes, because puzzles are the focus of our game, so adding more would only help.
To keep it interesting, each puzzle would be unique, with its own set of items that can also be used across puzzles.
-Are there places where the player can relax their brain, and just play the game without thinking?
Yes, that would be the hubworld. In the hubworld, there won't be much puzzle solving,
but instead some fun platforming action and simple exploration.
-Can I give the player a choice - either succeed by exercising a high level of dexterity,
or by finding a clever strategy that works with a minimum level of physical skill?
In a way, yes. We have dialogue options, each one pertaining to information you can gather. We do not have stats such as dexterity or strength in our game, only the player's brain power itself which we can't set ahead of time. The dialogue options, however, are the ways that the player can gather information and solve the overarching mystery. Some of them will give you different information or responses, giving the player a choice on how to go about interrogating the NPCs of the game.
-If "1" means all physical, and "10" means all mental, what number would my game get?
7, although it's dominated by puzzles, we also have the platforming action of the hub world to give the player a little break in between puzzles.
Tuesday, October 8, 2013
Sprint 10: The Next Steps
Task list
Zac
o Re-create opening puzzle using global variables
o Add NPCs to the hub world
o Include dialogue
o Figure out how to work in dialogue options
o Start making second puzzle
o Test for glitches
o Work on game structure
Sam
o Draw more character sprites and object sprites
o Start making second puzzle
o Work on game structure
Sara
o Write dialogue and flavor text
o Compose music
o Start making second puzzle
o Work on game structure
Milestones
Zac
o Re-create opening puzzle using global variables
o Add NPCs to the hub world
o Include dialogue
o Figure out how to work in dialogue options
o Start making second puzzle
o Test for glitches
o Work on game structure
Sam
o Draw more character sprites and object sprites
o Start making second puzzle
o Work on game structure
Sara
o Write dialogue and flavor text
o Compose music
o Start making second puzzle
o Work on game structure
Milestones
- · First puzzle fully functional 10/11
- Opening scene implemented: 10/14
- · Hub world fully functional 10/20
- · Voices added 10/25
- · Original music composed and added 10/24
- · Figure out Easter eggs 10/10
- · Add Easter eggs 10/24
- · Completion 10/31
Monday, September 30, 2013
Sprint 9 - Test & Iterate
Lens #3: The Lens of Fun
Fun is desirable in nearly every game, although sometimes fun defies analysis. To maximize your game's fun, ask yourself these questions:
What parts of my game are fun? Why?
- Solving puzzles, exploring the overworld, and interacting with characters. These things are fun because the way our game is going to be structured, players will feel very immersed in the world we've created.
What parts need to be more fun?
- We need to further refine the overworld mechanics, to make it more interactive and accessible. We also need to work on improving the UI.
Lens #15: The Lens of the Toy
To use this lens, stop thinking about whether your game is fun to play, and start thinking about whether it is fun to play with. Ask yourself these questions:
If my game had no goal, would it be fun at all? If not, how can I change that?
- Due to the genre of our game, it requires a goal.
When people see my game, do they want to start interacting with it, even before they know what to do? If not, how can I change that?
- Yes, they are curious about all of the objects in the room and how they can interact with them.
Tuesday, September 24, 2013
Tuesday, September 17, 2013
Thursday, September 12, 2013
Monday, September 9, 2013
Sprint 4: Essential Experience Goals
(PowerPoint located in DropBox)
What experience do I want the player to have?
- A fun and challenging experience that gets the players to think. We want the players to have a nice sense of accomplishment after they solve puzzles.
- This will be a lighthearted adventure with a fair level of difficulty. Giving the player a fun experience, while making them feel like they accomplished something.
What is essential to
the experience?
- Challenging Puzzles
- Interesting characters
- Engaging and comedic plot
- Making the player laugh
- A good sense of exploration/adventure
- A good sense of progression
How can my game
capture that essence?
- Through a fun and challenging experience that gets the players to think and gives them a sense of accomplishment after completing puzzles.
- Getting the players immersed in the world, and engaged with the characters we’ve created.
- The characters that we’ve created will have very distinguished personalities and humorous traits.
What are the players
thinking as they make choices in your game?
- The players are thinking about:
- The items and evidence they have on hand.
- The characters they’ve interacted with.
- The clues they’ve gathered.
- The plot.
- How everything they’ve experienced so far ties together.
How are they feeling?
- Amused because of the humorous dialogue and general atmosphere of the game.
- Curious because of the mystery and plot.
- Challenged because of the puzzles.
- Accomplished as they’re piecing together the mystery and solving the puzzles.
Are the choices you've offered as rich as interesting as
they can be?
- We’ll have a better idea once development of our game gets underway.
- Once we have a good idea of what we can and can’t do with our game, we’ll know what kind of choices we can provide the player with.
- However, we plan to give players various dialogue options that may change the flow of the story.
- This isn’t a choose your own adventure, the story will be linear, but we want there to be some variations on how you can advance the plot.
Thursday, September 5, 2013
Monday, September 2, 2013
Wednesday, August 28, 2013
Sprint 1: One Sentence Pitch
Game Pitch
In this side scrolling Action/Adventure game, take control of an ace detective, as he tackles tough cases, solves mind bending puzzles, and roughs up some criminals, in a thrilling episodic adventure!
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