Monthly Archive: September 2011

Sep
29

Gameplay Overhaul: Brainstoming and Rapid Prototyping

NeoDirectionDiagram-1

As a result of yesterday’s epiphany, today was spent fleshing out the concept of a proposed new direction. The team brainstormed furiously, concentrating on the core mechanic of moving freely around the screen, “towing” an antagonistic entity behind, mapping out the necessary parameters and identifying which elements of the concept are most essential for use …

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Sep
28

Build #4 Video, Gameplay Overhaul Needed

Build #4 of seAker was shown to our faculty advisors Jesse Schell and Chris Klug: After playing the build, our advisors engaged us in a critical discussion: numerous problems with the gameplay and controls were brought to light, chief among them a lack of fun in the core mechanic. However, a newly added tow cable …

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Sep
26

seAker Official Promotional Art

seAker Official Poster

Promotional artwork for the seAker project has been revealed! Check out the gallery below, which includes the official seAker project poster (24” x 18”) and half-sheet (8.5” x 5.5”). The poster will be displayed at CMU’s Entertainment Technology Center, and half-sheets serve as dispensable promotional flyers.

Sep
23

Weekly Newsletter #4 – September 23, 2011

(VIEW AS PDF) UPDATES Build #3 Video “Now With Fun!” seAker is starting to feel a lot more like a game now, and playtest results reflect that. Implemented this week were: enemies, health, win/lose states, feedback sounds, and an updated interaction area. Players are beginning to report experiencing the emotions the game is intended to …

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Sep
23

Build #3 Video Demo

Check out the latest build of seAker: Added this week: enemies, win/lose states, sound effects, new touch-area.

Sep
23

Playtest #3 Feedback – 9/23

Video: Build #3 used for this playtest: Purpose: To test new touch-area, new music, new art, feedback sound effects, and the impact of basic enemies, as well as a health system and win/lose states. Subjects: Playtesters were twelve (12) ETC students, ages 23-29 (median age 25), 10 male, 2 female. Tasks Accomplished: 1. Implemented enemies …

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Sep
18

Build #2 Video Demo

Second playable iPad build to test sliding the bar and chipping away at gems to collect them. Used in playtest #2. Check out the video:

Sep
17

Playtest #2 Feedback – 9/16

Purpose: To test adjustments to basic movement controls (larger bounding box, more sensitive touch detection), as well as gain an understanding of how the gameplay in its most basic form (tapping the moving orbs) is received by naive guests. Music/gameplay cohesion was also tested, and general suggestions for how to address particular issues (covering the …

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Sep
17

Weekly Newsletter #3 – September 16, 2011

(VIEW AS PDF) UPDATES “Deep Sea Space Mining” seAker has a new thematic direction. In meeting with our advisors, certain thematic cohesion issues were addressed – the gameplay, aesthetics, and narrative have been modified slightly to fit together in a more unified manner. As always, your feedback on the game’s gameplay, art, and music is …

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Sep
11

Playtest #1 Feedback – 9/9

Purpose: To test basic controls of sliding bar (back and forth), and to observe whether the antenna speed was too fast/slow with direct-touch control. Subjects: Playtesters were twelve (12) ETC students, aged 20-30, male and female Tasks Accomplished: 1. Deployed first build to iPad with slider-mechanic Prioritized Next Steps: 1. Enable collision detection with orbs …

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