(VIEW AS PDF) UPDATES Beta Build 2/Preparation for Soft Opening: The team has been working hard to implement all features and levels for soft opening on Monday. Levels are currently being adapted to a new plist format, and the version presented at softs will include 17 levels. The early levels introduce the game’s goals and …
Monthly Archive: November 2011
Nov
18
Weekly Newsletter #12 – November 18, 2011
(VIEW AS PDF) UPDATES Beta Build 1: With features locked, the team focused this week on implementation and level construction. The levels presented at last week’s ETC playtest were shown to children and seniors in coordination with a Makeshop playtest at the Children’s Museum, providing valuable feedback regarding how clear and playable the game is …
Nov
14
Playtest Feedback 11/13 – Build #13
Playtested Build #13 with six (6) subjects ages 10-75 at the Children’s Museum. Prioritized Next Steps Add: Better tutorial with more showing, less words. Remove from title screen Add: More gem feedback, both when you collect gems and lose them Add: Make “Go Back to Bubble” button more obvious. Remove it from view when shrimp …
Nov
11
Weekly Newsletter #11 – November 11, 2011
(VIEW AS PDF) UPDATES Feature Lock and Playtesting: The features to be included in seAker were finalized on Thursday, effectively setting in stone the scope for the design from now until the end of the semester. The total number of levels to be included stands at around ten to fifteen full-length levels, plus a series …
Nov
11
Playtest Feedback 11/10 – Build #13
Playtested a series of eleven levels ranging from tutorial to intermediate difficulty with 4 ETC students Players want to more easily cancel their shot. Players want the ability to zoom out or have the camera stick when panned. Players notice when objects fall off-screen because of pulling back the bubble. Players need visual feedback when …
Nov
07
Playtest Feedback 11/6 – Build #12
Participants were two women, age 21, and one boy, age 6. Build #12 was presented to three strangers at a coffee shop. After each playtest, the build was improved before the next test to fix minor, but confusing, issues made possible by Dave’s level editor. The most encouraging sign was that all playtesters understood the …
Nov
04
Weekly Newsletter #10 – November 4, 2011
(VIEW AS PDF) UPDATES Level Editor Created: The team is now able to rapidly generate levels and experiment with different types of gameplay thanks to the creation of a level editor. Each member of the team can input data into p-lists and build directly to the iPad, so it is easier than ever before to …
Nov
01
Playtest Feedback 11/1 – Build #11
Tested Build #11 with 10 ETC students ages 21-33. Experimented with two versions – one with easy to reach gems placed as “carrots,” and one with gems placed in more challenging to reach locations, with the goal of determining which model is more satisfying for players. Goal: end & gems. However, since we playtested 2 …