Job Carnies
For our final project Gage Smith and Me, Joseph Castro embarked
on our journey in creating his inspiration, Why You No Give Me Job?. Job Carnies, our team decided to go for a carnival style shooter that are biased off college
majors and the rate at which they get jobs before college is up. The aspect was to show what college is like
will giving the player options to win something big. Our audience was for high schoolers and
college students looking to improve their knowledge about what each major can bring
to the table before you walk out to the big world.
For our first play-test, overall it went good. Everyone enjoyed shooting the arrows at the
board though the board was rather small.
Our board was not as occupied enough so players would hit a lot of white
space though that did not harm you, hitting nothing is disappointing. Therefore, we tried to readjust the shapes as
well as we could will still giving them a challenge, though some that shooting
the bow and arrow was challenging enough.
However, we did not get rid of the bow to exchange of a Nerf gun due to
the simplicity and ease it would bring to the game.
During the second play-test, everything went as smooth as
silk. We were able to get a larger
board, which allowed for more challenging and fun game. We had lines wanting to
shoot at the board and see what major or failure they would walk away
with. From what we seen everyone enjoyed
the game and the only thing the players wanted was to maybe have double majors
and see the gold star shrunk. The game
was a success and the little changes that we took from our play-testers really
improved and strengthened the backbone of the game.
Throughout the final play-test, our game had lost the
thrill that it originally had due to the amount of play testers we received. However, the few we did have still enjoyed
the game the replay was less though games were able to start and finish quickly
will still getting the satisfaction of shooting your arrows. The game had final taken its final form and
been fined tuned to were people really did not know what else it needed besides
were the digital copy would come out.
If we were to make it into a digital game the amount of
games inside this carnival theme would definitely be increased which would give
players more options than just this shooter.
Nevertheless, we kept the focus on this game and really tried to fine-tune
it though there is still room for more improvements the journey of this game
comes to its end. Our group worked great
and each of us were able to accomplish and top off this fantastic game. The ideas bounced off easily between us and
communication was a breeze. The work was
even and the amount of effort we both put in brought the best out of this game.
Next time the only thing I feel like I would change is
having each player fill out a google doc so we could have got a better sense of
feedback and improvement opportunities.
Other than that, I would not change anything about what we did and the
game we made. I would work with Gage
again the team worked wonders and maybe another game we make could be as great
and impressive as Why You No Give Me Job?.
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Group 9 Again? Coincidence or something more?
Stop Nuke Launch
During
unit two, my partner Madeline R. and I Joseph C. created the game
Stop Nuke Launch. This game consists of the player to go
through the city streets figuring out the best and quickest way to
reach the 'stop button' which stops the nuke from launching. Before
getting their the player must first face roadblocks, vicious dogs,
and state buildings and find the keys that stop the nuke. Overall The
players have 15 minutes to advance through the streets and find the
keys in time to stop the launch.
The audience that we were trying to attract to the game were mostly preteens or teenagers around (10-15 years of age). I felt the simplicity and puzzle like game combined gave even our test players who were (18-24years of age) enjoyment and excitement while playing, making this game perfect for most ages. Having to find a path to the launch site is not easy and making sure that you have the keys to stop it within the time limit makes it more intense and is what made the players intrigued. Lastly I feel like maybe adding a few more challenges to the game would have made it more difficult as well as a more entertaining game.
During
our first play test that we did, our game was a failure at worst.
The map we had was to small and the directions of the game were hard
to understand and took almost 10 minutes for the players to figure
out what to do . The problem was that the game was to complicated for
the time limit that we had which was 15 minutes. So after changing
the map by adjusting these failures the next play testers that day
commented that it was slightly easier but the same problem was
present. Which was that the game had too much information and there
was not enough time to understand it all and play. Although the game
might have been trashed at the end of the day this motivated us to
design a better game, which in the end was a much better success.
Stop
Nuke Launch was created within a few days and were able to make the
game difficult yet easy at the same time, by having the player get
from point A to B by drawing a road card the which could having
various streets to chose from. Having the matching path can only
bring you closer or further away from stopping the launch. While
designing the game It did take us awhile to figure out some
challenges to have the players encounter through out the game.
Instead of just getting to the button I being done. We wanted the
players to feel like the game was slightly against their odds. On the
other hand if we were to continue to develop and improve the game it
would include more challenges as well as more items and more precise
road pieces.
At the start of the unit the group communications was a bit scarce due to me not being there for a class period but after that we were able to our miscommunication about things The effort after that was good, we were able to meet regularly to work on the game or to improve it. Both inputs and ideas were bounced off each other which helped bring us to the game that we have here.
Our
first game seemed like it was going to go well during development,
but it was too complex for the 15 minute time limit. Attempting to
condense it made things worse. On top of that, the resources for the
physical prototype did not function as well as we had hoped. Our
solution to this problem was to drop the idea and start a new one.
We
think our development process was not the major flaw in this game,
but the idea itself that we tried to pursue. After our decision to
start a new game, the development process was about the same and my
partner and I produced a much more successful result. Both games
afforded the player a lot of room to make meaningful decisions, but
in the future we could place more emphasis on simplicity.
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Oil Gang
Our game that we made is a maze with
riddles or bottle flipping which determines how many seconds you have to find
your way out of the maze. The maze and
riddles are meant for college students, so we tried to find something that was challenging
yet fun and tense.
When we first started, we only had a
maze without a time limit or much else to do with a puzzle. Though the maze was still hard, we felt like
it needed more to the game to make the players want to play it. We slowly start to think what we could do, so
a 10-second timer was made for after you finish the trials to see how far you
could get within that time. However, we did
not know how to control what made them pass or fail the trials to receive the 10-second
timer. We had bottle flipping and if you
were able to land the bottle right side up after flipping it, you would receive
the 10-second timer. Nevertheless, if
you were unable to flip the bottle or felt that it was too hard or just not
coordinated enough to land it, you would be able to solve a riddle and receive time.
During play-testing most of the people
seemed to enjoy the flipping of the bottles and riddles. The maze most felt was difficult to get
through but that was also the point to really challenge the players and see who
would win. During the bottle flipping
you could also answer riddles during the same time but if you got either one
you would receive your time. That made
things a little harder to follow and we probably should have added more time if
they solved the riddle and landed the bottle but we did not. We could have given 15 or 20 seconds if you
made both which would give them a chance to further themselves through the
maze.
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