If(Button_Pressed) is officially in prototype ready mode. We ended the project with 9 functional levels which is what we planned. This project has been my all time favorite to work on. We were organized and ready to work and once we had our concept in place the game just fell into place. Our team received tons of praise from our fellow classmates as well as our professors. We were told by our professors to not let this game die and we were also advised to pitch the game to extend into our thesis game. The team was super excited to hear that from our professors and we are now making some plans to pitch the game for the thesis project next semester.
One part of the project that could have been better for this project was first and foremost the backlog. The project was moving so fast and changing so rapidly that the backlog got thrown under the bus, but the great communication and clear team meetings compensated for the mess of a backlog. The best part of the project was the team. They were very efficient with the time they had and they produced a great game.
One personal stride for me was getting to be part of the final presentation. It went super smooth and was a very clear presentation. I think the big difference in the final presentation compared to the beginning presentation was first my knowledge of what our game idea and prototype were and second my confidence in our game. We went into the final presentation knowing that we had something really cool to show and it showed. I’m finally starting to feel comfortable in my skin as a producer. I can’t wait to see what the next project has in store for us.
Here is a link to our project. http://antoniorevard.com/Button.zip Download, Unzip, and Run the executable (It might say this is a virus because the download contains an executable. I promise it’s a Unity3D game not a virus)(Run game on Fantastic setting for correct projections in the Red rooms)
I’ve had a lot of jumbled thoughts and emotions this week. Our project is going really well. We’ve received some great praise on our indie button pushing game idea. My team is amazing and we are on track to having our prototype done on time. This last week the producers were given the task of performing a playtest of our prototypes. Each producer would have to play every other game. Each team of producers would come up with a list of questions that would help them with their prototype. We had questions about the difficult of our first two puzzles and asking what they thought about the art we have in the game. We got a lot of varied results when talking about the difficulty of the puzzles. We received some varied results when it came to our puzzles. I watched some solve it instantly and some struggle to the point of quitting. What we’ve discussed among the team and with the professors is adding a hint system in the game. Either the game will give you a hint after a long time of wondering or we will have a system where you have so many hints to use. Our problem lies in the amount of time we have left for the project. We need to decided Tuesday to have the hint system and cut the amount of rooms we were planning or leave it out of the prototype. This week will be busy with work and getting everything ready to present what we have to the class.
My new conflict is with learning how to be a producer. I’m a huge fan of the Agile process and have seen great successes from it. I also know how vital the role of a producer can be in the industry. I’m trying to find my own identity with it all. I know that I want to be a producer or a designer. These four week projects have only given a taste of what being a producer is like. When we start our bigger year long project the role of a producer will become key to the success of the game. I’m not sure if I want to try to get a bigger producer role or design role on that project. As a very introverted person, I would rather just sit in the background and work, but as any other role other than an engineer, I have to talk to people and learn how to communicate my ideas and thoughts about games. I still feel like my ideas in my head are great and what comes out is a mashed mess. Several times my co-producers have had to save me when I couldn’t get my idea across. Sometimes the little voice in my head tells me to hide in a corner and just give up on becoming a producer. Every day I fight off that feeling and let my dream drive me. I know that I want to be in the game industry. I know I want to be in a creative producer or designer. I know I have the passion and the ever growing knowledge of games and game development. It’s going to take a lot of mistakes and stumbling to achieve my dream, but I am willing to make them and be corrected. I’m grateful for professors and mentors who are guiding this program. With a positive attitude and lots of work it will all turn out. Onward and upward!
We had our first playable due on Halloween. Our team had a good playable concept of what direction we wanted to go with our button pushing game. We had the player in a starting room with 5 buttons. One is red and 4 are white. There are also 2 doors in the room, a red one and a white one. For the first playable the doors led to the same room. The first room only has a door that leads to a small room with a button in it and a door ahead. When the player pushes the button the door in front of him opens and leads to another small room that just has a door and a button. This recursive room will continue as long as the player hits the button and walks through the door. When the player realizes that he/she is getting no where they check out the small room and see that there is no returning door. When the player turns around and goes through the door backwards to see where it goes they solved the puzzle and are find themselves in a new room. After play testing this among our team and the cohort we found that people were semi confused, but when they figured it out it was a wow moment for the player. Because of the awesome reactions we got to the simple puzzle, we have decided to make that the complex part of our simple game. Since then our engineers have designed some new puzzles and we have also play tested those. We are moving in a good direction. Our artist has done some amazing work in the past week. We have textures for the floors, ceilings, and walls. She also created a couple animations for the doors opening, and one for pushing the button. On top of that, she wanted to do sound and has taken on those tasks. This weekend I’ve taken advantage of my Unity experience and programming to try a bunch of different puzzles that we had spoken about in class. I tried 6 different ideas and only one of them gave the same kind of feeling that we are going for. It was inspired by Indiana Jones and the Last crusade. The step of faith. The player finds themselves on one side of a chasm and the button is on the other. They can walk all the way to the edge of the chasm to see that it drops to nothingness. Only when the player takes a step off the edge a path appears under their feet to the other side. Tomorrow I’ll be showing my team what I’ve done and we will continue working for a new extended playable Thursday. This game is coming along nicely. I’m super proud of my team. Onward and upward!
We have new teams! I’m super excited to work along side Antonio, Rachel, Mark, and Peijun. Our project was to make an Indie game. We were left to decided what an Indie game meant to our team. We decided that Indie was games that were made to take a risk. Something that wouldn’t get a corporate budget behind it because of how weird the idea is.
We were also given a lens from Jesse Schell’s Art of Game Design: A book of lenses. Our lens was the lens of Simplicity vs Complexity. We discussed how simplicity could lead to complexity in a game and how simple didn’t always mean easy. With this in mind we came up with our idea.
Our idea was to have a game where you press buttons. You have the directional keys and the left mouse button. That’s it. Everything in the game would revolve around those simple controls. We decided that our game was going to be the game evolving mechanic from Evoland with the semi-confusing exploration mechanic of Myst with the Puzzle progression of Portal. So the adventure would start as a texted based game where you are presented with different rooms where you would press different colored buttons. Upon hitting buttons the level would evolve into a top down point and click adventure with rooms and buttons to press. The player would then press more buttons and the game would evolve into a 3d game with more puzzles and more buttons to press. Each button would do something to help the game evolve or progress or might not do anything.
When we pitched this to the class and our Professors it was met with a lot of questions and hard criticism of how we were trying to make three different games that would make the scope out of our 4 week range and that the many choices of buttons with unknown outcomes would be a deterrent to the player. Though I believe that we could have accomplished the evolve mechanic in the time we had, we decided as a team today to get rid of this mechanic. We are now going to have a Portal like game with buttons. We are still going to have the only controls being movement in a 3d space with a left click to press buttons. The buttons are going to help you progress through the challenges. Some examples of things the buttons could do are: Open doors, make elevators, create stairs, open trap doors, drop objects into the room. We plan to create some complex puzzles that can be solved with only the simple controls we are restricting ourselves too.
The team has chosen to use Unity 3d which makes gives us a prefab of a first person game. We will only need simple programming which allows for lots of level design and art focus. Art wise we have a though of putting our player in a holodeck type of scenario that will allow us to have many different environmental areas.
We have our first playable due next Thursday. We are going to get a couple of levels varying in difficulty to show to our Professors the fun in our game.