- The Easter Egg level I added called "Chamble Chase."
- Objects in puzzle 1 are highlighted when moused over.
- Objects in puzzle 2 are highlighted when moused over
Zachary_Singer_GDD210
Tuesday, December 3, 2013
Sprint 15 part B
Here are three screenshots that show what I've accomplished.
Wednesday, November 20, 2013
Sprint 15: 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?
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?
Wellington
does his walking animation on the ladder
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
---------
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?
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
Monday, November 11, 2013
Sprint 15 (Playtest questions)
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?
Thursday, November 7, 2013
Sprint 15 updated task list
| 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) |
| Finish implementing all actions to solve bar puzzle | Zac | 2 days | yes | yes | no |
| Make actions 1 - 7 functional | |||||
| Pick up object 1 | |||||
| Pick up object 2 | |||||
| Pick up object 3 | |||||
| Pick up object 4 | |||||
| Pick up object 5 | |||||
| Pick up object 7 | |||||
| Implement kitchen puzzle part 1 | Zac | 3 days | no | yes | no |
| Pick up object 5 | |||||
| Pick up object 6 | |||||
| Pick up object 7 | |||||
| Implement kitchen puzzle part 2 | Zac | 3 days | no | yes | no |
| Pick up object 1 | |||||
| Pick up object 2 | |||||
| Pick up object 3 | |||||
| Pick up object 4 | |||||
| Add dialogue options |
Tuesday, November 5, 2013
Sprint 15
| 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
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 wanted to design this and how we see ourselves in the design.
Tuesday, October 22, 2013
Sprint 12
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.
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