End of Project
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This past course has been incredibly insightful and giving regarding the development process and execution regarding Game Design and today we concluded the work with the last playtesting session.
In the end the game turned out good. It was playable and delivered on time where we met all the criterias for a viable product and almost all of the teams expectations. The playtest gave us a great deal of answers to how well we had done over the weeks and how well we had remedied the past misstakes brought up on earlier occasions. The data gathered from the latest playtest was the source of information on how well we had constructed the game, we would not have been able to do it without the input from the playtests.
Allthough it went close to as we had imiagined it to go, there were inevitable setbacks. From the beginning of the project there were a few things that was pretty much set in stone as soon as we had established the basic rules and assets for our game. The main point of our game was to make the player feel c The point with this critique was that we had created a level where everything killed you, and not just the main enemy, making it a war on two fronts all the time. This made the players attention drift away from the main enemy mechanic we had designed. To put it in context, our game was supposed to be a horror flick. The main character of the movie never gets killed by his surroundings or obstacles on the way when running from the antagonist. The only thing that can damage him severely or kill him is the murdurer/killer/creature, whereas the terrain exists to slow him down, creating suspension for the viewer. In our case the Creature was the antagonist and the Submarine was our main character, where we failed to properly deliver the messege of chase. This was the biggest part that we as a group failed to see, as I mentioned ealier we did not notice this viewpoint as we had already firmly decided on some basic standpoints. This meant that instead of reworking the basics we made everything else to work with the basics, which was the biggest mistake we made in terms of presenting our goals.
In the end we mananged to produce a functioning game withing a designated time frame using workmethods, we combined the individual strength and expertise each of us had and used it as a team. I learned a great deal from others, teachers and students alike and even though if there were setbacks, I will cherrish them dearly, for they have been nothing but useful for me as a Game Designer. It has been a pleasure having you as my reader and I wish you a great day, have a good one! /Hampus Serrestam
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hased, which was conveyed to a certain degree, acceptable at least. We got a very important critique regarding the gameplay and the aesthetic feeling we wished to achieve, that mentioned the recurring problems with the player dying over and over again, from everything but the Creature (The main enemy that chased the player).