Postmortem: The End of the Beginning

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We haven’t posted our progress for some time. In the past few weeks, we were busying making our product usable and easily understandable. After those weeks’ hard work, the project is finished and we end up with a product we are very proud of. In this blog, we would like to share with you about […]

Week 12: How To Win The Game

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Last Saturday’s playtest gave us a lot of confidence. Our target audience was able to use our tool to create games. The progressive puzzle builder, which is the main difference between this project with last year’s Alice’s Adventure project, works well. They love the streamline and straight-forward approach to create games and puzzles. However, the […]

Week 11: Now We Can Hide The Key In A Box

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After the playtest last Friday, this week we kept on adding new features into the tool to support more puzzles. Also, based on the result of last playtest, we talked with our instructor Dave and re-organized all the puzzle options to make them more cohesive internally. On Saturday, we playtested with our target audience on […]

Week 10: First Digital Playtest

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Last week, we had our tool be able to make adventure games with simple navigation puzzles (like opening the doors with keys, password, and switches). We wanted to find out if our progressive puzzle modules work in the digital form. Thus, we planned a playtest on Friday to figure that out. Before the playtest, we […]

Week 9: A Working Tool

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This week, after scheduling through the rest of the semester, we realized that the schedule was a little bit tight. So this week, we are doing the design work and the development work at the same time. Development In week 7, we managed to implement our MVP build, which is to remake the first airplane […]

Week 8: Halves Presentation

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In week 8, we were preparing the halves presentation. During the presentation, we talked about our progressive puzzle building design, which had iterated through three versions in the first half of the semester. The progressive puzzle building is clear, less overwhelming and follows how a game designer thinks when designing a puzzle game. Also, we […]

Week 6: Progressive Puzzle Modules

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From last week’s playtest, we found some hidden issues we hadn’t noticed before. One of the biggest issues is that the object-based puzzle nodes are too flexible so that different playtesters were using it in different ways. This issue is not only hard for the computer to compile but also shows the lack of guidance […]

Week 5: First Playtest

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Last week, we decided our basic puzzle strategy to be object-based puzzle nodes. To test whether the object-based puzzle nodes are powerful enough to represent different puzzles and whether those nodes are intuitive enough so that the user can pick up those nodes easily, we planned to hold a playtest this week on Friday. Thus, […]

Week 4: Puzzle Nodes VS Action Nodes

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As I mentioned last week, this week we had the quarter’s walkaround! During the quarter, we got tons of great suggestions, and then we continued iterating on our design. We mainly came up with two ideas, and finally, we chose those the puzzle nodes as our first choice. Quarter’s Walkaround And Sitdown During the presentation, we […]