Grande Comment spams

@blog comment 1: https://artdevsam.wordpress.com/2018/02/08/behemoth-design/#comment-1

A nice brief description of the main character you made here in an easy to read and an understandable manner. The colors that you have picked for the splash art are really eye-catching and intriguing and maybe that was a big factor many groups chose to work on this concept, props on that.

Using polygamic shapes for both the character and the background in the last picture was brilliant. One thing that I always liked about polygamic art style was that it makes all the colors not so vibrant, rather giving a blended aura with some sort of futuristic vibe which makes everything look eye-soothing to the viewer. A really good job you guys did there.

The reasoning behind the Behemoth’s design is fascinating. I like how you considered keeping the ancient sub-aquatic vibe in the character without making it aggressive.

From my personal perspective, these are some quite valuable information for the people who are working on the concept that you put up here on your blog. I feel it is important for developers to actually understand and learn the backstory and core of the character that they are going to use in the game and this serves the purpose just right.

Really looking forward to the actual game that is going to come out from this concept.

 

@blog comment 2: https://nicklasrosen.wordpress.com/2018/02/15/blog-post-2-music/#comment-1

Hey,
sorry for late reply. It’s really nice that you have talked about sounds of your game. Apparently, we are also working on a kinda horror game so I can totally relate to what you have said in your post.
It’s clear how you are choosing the right music for your game and it’s really important for others to know which ones anyone can or cannot use.
I listened to the linked music you have uploaded here. I am not sure what kind of horror game you are making or what kind of vibe you are trying to express in your game but when I listened to the soundtrack it kinda feels more of a suspenseful thriller background rather than a horror one. It might go well with what you have been working on but it is not clear here on your post which made me a bit confused.
However, I’m interested how it turns out and looking forward to your game. Good luck.

 

@blog comment 3: https://gamedesign673637781.wordpress.com/2018/02/22/how-has-scrum-affected-our-development/#comment-9

Hey August,

It looks really nice that you have organized and talked about every different part of the scrum at different points. Just like you said, the weekly meeting is also my favorite part most I guess weekly evaluation or sprint is my most favorite, as you know, it feels a lot better to see the finished works rather seeing all a list of works that I have to do. However, I think you meant “if a person has extra hours…” instead of fewer hours.

It’s clear that in your descriptions how you and your group have been conducting the scrum meeting and it is nice to see that you have it all organized.For the daily meeting though, I can suggest one thing. Sometimes it seems even we do not have any lectures and coming to school or other places for just 10 minutes meeting seemed really too much of a hassle. Just like on Wednesdays I think none of us has any lecture. So we do a discord meeting from our individual place which is much easier and we also have a reporting system in a separate group chat so if somebody is busy and cannot attend the meeting, they can go through the reports and also send his one in for others to take a look at. You can do that too.

Overall, it is clear how your scrum affected your game and how you are progressing with it. I already playtested and was really satisfied with the sound works. Would love to see a good final outcome of the game, good luck.

– Shifatul Kabir Siam

 

@blog comment 4: https://guarbabel.wordpress.com/2018/03/01/the-mist-of-umibozu/#comment-11

Hello Gunnlaugur,
So you have explained how you have created one of the most visually interesting aspects of the game UMIBOZU and it is amazing! I like how you have pointed out the core requirements before you started explaining your method and I think everyone, people who are working or this game or not should read this post. It will nice if everyone can think of these before starting to create an animation.

The trial and error stage was really interesting part to read as I have been there, though we are not making the same game. It feels the same when you finally find the solution and it seems that this was so easy and why you couldn’t think of it before, haha.

The step by step methods of creating this fog texture seemed a bit complicated to me as I am not really well versed in photoshop tools yet but you did explain them in a detailed manner which should make things easier if I follow them as described. Going to try it out sometime soon and can’t wait to see your finished final product, good luck.

Hope you are having a nice one.

 

@blog comment 5: https://gd2developmentas.wordpress.com/2018/03/08/34/#comment-8

Hey Alex,

One thing that I liked most about your post was that it is clear and on-point. You have described what you had in your game before playtesting and how you gathered data afterward in a proficient way. I liked the idea of audio recording feedback a lot as it not only gives you the exact word to word feedback but also helps you to understand the player’s emotions left by the game.

Both of the feedback questionnaires had covered every main aspect of the game which is pretty good. However, you could describe a little more about the feedbacks like, what kind of feedback you have got and how it helped and which feedbacks you have chosen to heed to or have thrown away. But overall it feels good to know that you have at least gained expected results from them which is the main concern.

I personally have tested your game in the beta and I felt it was already on its way for the right track. Good luck and hoping to see the final product this Thursday.

 

@blog comment 6: https://caiart.wordpress.com/2018/03/15/development-blog-6-five-blogs-in-one/comment-page-1/#comment-14

Hey Cai,
It’s really easy to follow what you have written about what and how you worked for your group. You used different art techniques which is also interesting since it’s hard to maintain the style with different ones. It’s good to see that you have handled that skillfully.

It’s also good to hear that you are happy with the results and it turned great even without all the assets you had planned to implement. Maybe a bit more emphasis on time management might help out with the issue next time.

I will be on the same line with Sofie here a bit as she has mentioned, writing it in a more professional way and using picture could be really helpful to understand but then again, you make mistakes to learn for the latter. Hoping to see your work in the upcoming arcade game. Good Luck!

About shifatul kabir siam

2017 Graphics