Game Development – Introduction: Week 1
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New course, new project! Our big assignment in this 10 weeks long course is to turn one of the concepts that were made by all students during the previous course into a playable game while using the Scrum-framework for project management. Our milestones for this project are: Week 1 (19th January – 25th January): Week 2 (26th January – 1st February): Week 3 (2nd February – 8th February): Week 4 (9th February – 15th February): Week 5 (16th February – 22nd February): Week 6 (23rd February – 1st March): Week 7 (2nd March – 8th March): Week 8 (9th March – 15th March): Week 9 (16th March – 22nd March): Week 10 (23rd March – 29th March): ———————————————————————————————— We chose “Green Warden” as our concept. This is their one page document that they provided to us:
By now we are about two weeks into the project and we have done our feature definitions and handed in our SCRUM backlog. With three weeks to go to alpha we are starting to feel the heat. So what has been going on so far? Week 1: During our first week we did not really produce any assets for the game. Instead we spent the first week:
Results: Concept document changes: After reading the one page design document and concept document we had a couple of thoughts on it:
With this we wanted to redirect the game from survival to strategy and empower the player which supports the original aesthetic goal: “A dryad defending their forest creates a fantasy setting that is not part of our everyday lives, giving our players a chance to experience something they would not normally experience, making them the warden of the forest.” Game ideas: As opposed to our concept assignment this time around we had no problem coming up with ideas for what we wanted to do and we quickly came up with general gameplay, progression, storyline, possible units, what the player should be able to do and how the world should respond to those actions. Most of these ideas we ended up discarding for the scope of this project because: 1. We had to face that the gameplay mechanics for our chosen concept were fairly advanced compared to a speedrun-type of game. So realistically we would probably only be able to create one, decently playable level by final hand-in. Paper prototype playtesting results: What we tested in our paper prototype were the basic mechanics for player movement, ordering plant units, enemy movement etc. For this we used the abilities and types of enemies suggested in the concept document but we tok away the avatar’s offensive abilities. We played this as a 2-player game with each player having a set amount of action points per unit. After round 1 we could quickly tell several things:
What we did then is that we changed the Action Point system so that the player would start out with a set amount of action points to spend and it would then increment by 1 each round, making both players more capable over time and allowing them to utilize all their units, to simulate how this system could behave in real-time. We added a resource-system for the goblins, making it so that they would start out with a certain amount of resources to spend that would regenerate a little each round. The rate of regeneration could be increased by building factories and multiple enemies could be spawned during the same round by building barracks. We thought about letting the enemy units “mine” resources from the trees but it was deemed like more work than it was worth so we decided to imply the impact the enemies had on the landscape by turning all ground and trees within their territory, that were not the player’s special units, grey and dead. The players resources instead would be the time it took for the Life Tree to spawn a seed and for the seed to fully grow after it’s been planted. After round 2 we could tell that:
————————————————————————————————————- The group: Since we are working in the same groups this project as in the previous project we pretty much fell back on the same responsibilites as the last time around, only switching around some. This week I was multitasking a little here and there, making the state flow chart, playtesting the paper prototype and reviewing game ideas. However I primarily took responsibility for our deliverables and worked on feature definitions and our product backlog. Aside from that it was managing and documenting meetings and making sure we got started with deciding on a visual style and how we were going to communicate everything to the player. Next up: Week 2, aesthetics, visual style and Scrum! |
