Monthly Archives: March 2018

Blog comment #4 Timothée Engel

https://thecodingspartan.wordpress.com/2018/03/01/2018-03-01-maximizing-your-audio-budget-using-pitch-variation/
The blog is written in a clear order, you first explained the importance of the diverse sound feedback in game and the common solution for people is to change the pitch of the same sound asset. However, it’s still costly if create different pitches manually. Therefore, you introduced the usage of the AudioSource component and how to access it via script. It’s pretty smart to adjust the pitch combining the Random function and it’s the perfect solution to […]

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Program: Programming

Blog comment #4 Timothée Engel

https://thecodingspartan.wordpress.com/2018/03/01/2018-03-01-maximizing-your-audio-budget-using-pitch-variation/
The blog is written in a clear order, you first explained the importance of the diverse sound feedback in game and the common solution for people is to change the pitch of the same sound asset. However, it’s still costly if create different pitches manually. Therefore, you introduced the usage of the AudioSource component and how to access it via script. It’s pretty smart to adjust the pitch combining the Random function and it’s the perfect solution to […]

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Program: Programming

Blog comment #3 Sophie Ahlberg

https://sophiesgaming.wordpress.com/2018/02/22/dum-du-dum-scrum/
The article is in a clear and neat first person perspective. The graph and the link also give me a clear vision of what Scrum is and how it works. In many points, I feel exact the same. At the first and second weeks I touch Scrum I also left ton of tasks and promises to the list which stressed me out during the following week. It teaches you to be responsible and contribute to the group. Unlike […]

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Program: Programming

Blog comment #3 Sophie Ahlberg

https://sophiesgaming.wordpress.com/2018/02/22/dum-du-dum-scrum/
The article is in a clear and neat first person perspective. The graph and the link also give me a clear vision of what Scrum is and how it works. In many points, I feel exact the same. At the first and second weeks I touch Scrum I also left ton of tasks and promises to the list which stressed me out during the following week. It teaches you to be responsible and contribute to the group. Unlike […]

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Program: Programming

Blog comment #2 Samuel Karabetian

https://samuelkarabetiansgameblog.wordpress.com/2018/02/15/enemy-and-obstacle-spawning/
Hello Samuel! Thanks for the explanation of the obstacle spawner! The article wrote in a clear structure and told me details of what you did which would be easy for me to simulate. I love the inspector design you made! I have totally no idea how to modify the pattern of the inspector, though I modify the properties of GameObject there as well. It will be great to have a header and slider to make the architecture neat […]

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Program: Programming

Blog comment #2 Samuel Karabetian

https://samuelkarabetiansgameblog.wordpress.com/2018/02/15/enemy-and-obstacle-spawning/
Hello Samuel! Thanks for the explanation of the obstacle spawner! The article wrote in a clear structure and told me details of what you did which would be easy for me to simulate. I love the inspector design you made! I have totally no idea how to modify the pattern of the inspector, though I modify the properties of GameObject there as well. It will be great to have a header and slider to make the architecture neat […]

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Program: Programming

Blog comment #1 Wiktor Ravndal

https://whitechocoboy.wordpress.com/2018/02/08/spooky-fishy/
According to the picture, i think it does creates a horrible atmosphere to me, especially the teeth and the point light from the eye. However, since the player are chasing by the fish, will it still see the rest of the body? The bloody body of the fish also reflects it’s a dangerous creature. It would be a pity if i can’t see the whole body because i die immediately when touching the mouth of the fish. Another […]

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Program: Programming

Blog comment #1 Wiktor Ravndal

https://whitechocoboy.wordpress.com/2018/02/08/spooky-fishy/
According to the picture, i think it does creates a horrible atmosphere to me, especially the teeth and the point light from the eye. However, since the player are chasing by the fish, will it still see the rest of the body? The bloody body of the fish also reflects it’s a dangerous creature. It would be a pity if i can’t see the whole body because i die immediately when touching the mouth of the fish. Another […]

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Program: Programming

Design Feedback – 5

I like this blog post for several reasons. The main reason is how open you are with the game’s state and your role as a scrum master/product owner. That you can look at yourself and critique is a very crucial thing to do in order to learn. We all struggle, sometimes more, sometimes less. I think you will benefit from this and take this experience and make something valuable out of it.
It is never a good feeling when you know […]

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Program: Game Design

Design Feedback – 5

I like this blog post for several reasons. The main reason is how open you are with the game’s state and your role as a scrum master/product owner. That you can look at yourself and critique is a very crucial thing to do in order to learn. We all struggle, sometimes more, sometimes less. I think you will benefit from this and take this experience and make something valuable out of it.
It is never a good feeling when you know […]

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Program: Game Design

The best guidance: Play Testing

During the process of the project, we held two official playing testing session for each team’s game. One before the Alpha presentation, the other before Beta. I have to admit, we acquired lots of valuable feedback and settled decisions we may take plenty of time to decide.
The thing that been contributed most is the balancing of the game. As the team members, we were all way too familiar with the features of the game. We know very timing of using […]

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Program: Programming

The best guidance: Play Testing

During the process of the project, we held two official playing testing session for each team’s game. One before the Alpha presentation, the other before Beta. I have to admit, we acquired lots of valuable feedback and settled decisions we may take plenty of time to decide.
The thing that been contributed most is the balancing of the game. As the team members, we were all way too familiar with the features of the game. We know very timing of using […]

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Program: Programming

Playtest

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Program: Game Design

Playtest

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Program: Game Design

Playtesting

Hello Everyone!
Playtesting our game is very important, said the teachers to us very early in this program and I thought to myself ”Why? cant you just test the game yourself to see the flaws in it”.
I couldnt been more wrong..  We learned especially in this course how important it really is. Playtesting really helped us develop a better game.
We started by playing it ourselves, to see what we thought were good thing about it, what needed a bit tweeking and […]

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Program: Game Design

Playtesting

Hello Everyone!
Playtesting our game is very important, said the teachers to us very early in this program and I thought to myself ”Why? cant you just test the game yourself to see the flaws in it”.
I couldnt been more wrong..  We learned especially in this course how important it really is. Playtesting really helped us develop a better game.
We started by playing it ourselves, to see what we thought were good thing about it, what needed a bit tweeking and […]

/ Comments Off on Playtesting
Program: Game Design

Dev Blog 5, Playtesting

This week I will be writing about how playtesting of our game has affected our development.
Coming in to the first session, our game wasn’t in a very playable state. Several mechanics were unclear and some of them weren’t completely implemented. This meant that testers had a hard time seeing what we were trying to accomplish with the design, and a lot of feedback was therefore useless. However, there were some useful takeaways for me.
The first takeaway was that we needed […]

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Program: Programming

Dev Blog 5, Playtesting

This week I will be writing about how playtesting of our game has affected our development.
Coming in to the first session, our game wasn’t in a very playable state. Several mechanics were unclear and some of them weren’t completely implemented. This meant that testers had a hard time seeing what we were trying to accomplish with the design, and a lot of feedback was therefore useless. However, there were some useful takeaways for me.
The first takeaway was that we needed […]

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Program: Programming

Playtesting in our game

My own playtesting
First off, I wanna talk about the playtesting I do on my own while programming. Unity gives some good tools and functionality when testing, mainly the console(for debugging) and the ability to adjust variables while running the game in the inspector. This makes it way easier to balance certain features, and also just compare the game feel with different values for variables, like for movement.
This is somewhere I hope to improve though, to use the tools unity provides, […]

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Program: Programming

Playtesting in our game

My own playtesting
First off, I wanna talk about the playtesting I do on my own while programming. Unity gives some good tools and functionality when testing, mainly the console(for debugging) and the ability to adjust variables while running the game in the inspector. This makes it way easier to balance certain features, and also just compare the game feel with different values for variables, like for movement.
This is somewhere I hope to improve though, to use the tools unity provides, […]

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Program: Programming

Is it boaty enough?

Testing is the backbone of any iterative project. Without testing, the product won’t improve. That’s why, in our project, there has been two major testing occasions where other students are supposed to test our game; one for the alpha and one for the beta release. In addition to the main test events, we are continuously testing within the group. I’ve also had the opportunity to let friends outside of campus test the game.
The player’s perspective
Some of the tutorial hints from the […]

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Program: Game Design

Is it boaty enough?

Testing is the backbone of any iterative project. Without testing, the product won’t improve. That’s why, in our project, there has been two major testing occasions where other students are supposed to test our game; one for the alpha and one for the beta release. In addition to the main test events, we are continuously testing within the group. I’ve also had the opportunity to let friends outside of campus test the game.
The player’s perspective
Some of the tutorial hints from the […]

/ Comments Off on Is it boaty enough?
Program: Game Design

Playtesting

Since the start of this project, we have had two opportunities to let teachers and other students playtest our game. These two sessions have had an immense positive effect on the development of our game.
Even if we playtested the game several times ahead, checked for bugs, searched for errors and wrongs, we were still too blind to see all the glitches that needed to be fixed. Working on the same game for weeks, makes it eventually difficult to spot […]

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Playtesting

Since the start of this project, we have had two opportunities to let teachers and other students playtest our game. These two sessions have had an immense positive effect on the development of our game.
Even if we playtested the game several times ahead, checked for bugs, searched for errors and wrongs, we were still too blind to see all the glitches that needed to be fixed. Working on the same game for weeks, makes it eventually difficult to spot […]

/ Comments Off on Playtesting