Tuesday, December 3, 2013

Sprint 15 part B

Here are three screenshots that show what I've accomplished.
  1. The Easter Egg level I added called "Chamble Chase."
  2. Objects in puzzle 1 are highlighted when moused over.
  3. Objects in puzzle 2 are highlighted when moused over







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)

    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?

      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.