Progress Reflection Report : Happy Horrors

Introduction

Welcome to our progress report for our upcoming game “Happy Horrors”, what we will be discussing about is the component that I was a part of in the implementation aspect such as Particle effects, programming, sound & level Design. Within these components I will be breaking it down into 3 categories what went right, what went wrong and how I can improve upon this and lastly will finish this up with a conclusion about the future plans for next trimester.

Particle effects

What went right in the particle effects side of Happy Horrors was creating an asset that draws the players attention with being bright and moving in a pattern and adding to the game that doesn’t hurt the performance of the game and isn’t too much at once for the player to handle.

What went wrong during the aspect of particle effect was particle effect when the sprite it attaches to had an animation which affects how the particle effect should feel and act which took away for the experience of the player because it looks out of place.

How can I improve from this would be to embed the particle effect into the animation or changing the particle system to fit into the sprite depending on the animation(if any), and to ensure the quality of particle effect does its job, I will have to do research into options within Unity’s particle system and used that to create the right effect for the right sprite.

Programming

What went right in the programming side of Happy Horrors  was the player(s) controller which I transition it to take in 2 players while setting up the input system. I create the based script for the water puzzles which does what is intended but …

…What went wrong was the water script is buggy in the sense that it doesn’t stop when required which makes it look out of place, since the physics that we use is custom made ( with the player script) what made things more difficult any question that would be direct to the programmer because of absents(due to reasons) made something that would take 5 minutes to answer takes way longer to acquire the answer.

How can I improve upon this has already been solve we been given a programmer plan which shows how to set up the mechanics for the player and brief description of how it doing which has benefit me a lot so far. what else I can do to improve the output of the programming side would be to read and inquire the physics in the system so I can get a better understand when designing a mechanics or puzzle or etc for a system that I have a understanding of.

Level Design

What went right within the level design was the planning, design as a team felt really strong as we had the entire team discussing about layout, how the puzzle will function and requirement to progress with teaching the player(s) mechanics that they will need throughout the level.

What went wrong was the balancing of the puzzles that makes both players have equal contribution towards that solution of the puzzle. Reason why this went wrong I believe that we didn’t have any experience in design a game that not a single-player experience so we didn’t incorporate enough of that co-op solution into the initial design of the levels.

How can we improve from here would be to keep track of how many action each player is doing? how impactful that  action is? and ensuring that it is essential that both players are equally participating in the solution of the level. Another way that I will be active in ensuring that we avoid the wrong again would be to delve deeper in the design of a couple/multiplayer puzzle but focus on what the player is doing and then look at how the puzzle is being set up which should allow us to create a stronger co-op based puzzle to build upon.

 

Sound Design

What went right within the sound design aspect of Happy Horrors was the thematic and design of the SFX. The method that I was using to create the sound effects was effective and can be rather quick and doesn’t require a lot of time to set up.

What went wrong with the sound design aspect of Happy horrors was my uncertainty of the visual of the sprite, I know what was our theme is for the visual but not exactly what the asset would of look like. What I can do to improve upon this would to set up a meeting or have more discussing on what the sprite is going to look like and plan accordingly with how it should sound like.

what else I can do is embed the audio into the sound effect for a few reasons being able to test the SFX with the animation quicker and more efficient and allows for quick changes to the animation and sound without going through half the project to locate that SFX or animation.

 

Conclusion

My plans for the upcoming trimester is to fix my scheduling that way my team knows what time/day I will be doing tasks which should help with the availability of communication of assistance.  another part of my plan is to build my sound effects into animation to improve the clarity of prefab build and make it feel better as well and last part of my plan is to create particle effects that feel and look good and make sense within the game logic and also ensuring the levels are balanced in the sense of the puzzle requires 2 players to do equal work.

 

Can you Mortem: Can you Experience

Introduction

Welcome to this post-mortem for wrapping up the project “Can you Match”, what we will be discussing about what went right and wrong with an element of the game and how we can improve upon it. The elements of the Can you match? that I will be discussing is the Sound Design, Q&A/ documentation features, Marketing and the gameplay of the can you match?

Sound Design

what went right about the sound design for the can you match? project was the amount of feedback that I got from play-testing and the amount of iteration I had to do to increase the standard of the sound required for the experience of the game.

what went wrong with the sound design was the length of time it took for me to create a sound and how I reduce the amount of variation I could make but limiting what instrumentation that I would have used.

How I can improve upon this would be to gaining better knowledge about the instrumentation and how other people have used it the desired genre. So I have a starting block on how/where to building the sound. Continuing from that point researching what other engines/programs that other sound designers (indie and AAA standard) and play around within those systems to improve the quality of my work and my standards as a sound/game design. Another way I can improve on this would be to learn more about sound design in-game standards because I feel like I’m winging the structure of documents and other roles that the sound designer plays.

documentation Component

The documentation aspect of the Can you match that went right was quickly we got all the documentation together as well as the consistent updates and the ensuring that the documentation was clear, easily understood and contain all the information. Our testing procedures improve in the way we were able to target specific areas that we need testing and acquire feedback to improve the game’s feedback to the player.

What went wrong with the documentation was when we doing the marketing aspects such as plans for social media, our social media platform and analytics in the way that we should have been more active on our social media to promote our game and have more variable in the analytics to obtain better data.

how we could improve on this would improve the documentation of the social media plan by using more details as what a weekly post should contain(“made some good progress in the animation department and it looks like our guys had some fun [insert gif]), having milestone to post up such as “our games are about to release on itch.io on the 5th of May” as an example.

Conclusion

In conclusion, my plans for a future project is to put more time into the marketing/social media plan to ensure that we are promoting our game and building up the hype to improve the quality of our game as well as gaining more followers within our games. my other plans are to learn more about my specialisation of Sound design, research programs, learns the multitude of roles of sound design. Overall improve on the spectrum of Sound design and the marketing aspect to improve the feedback and draws more people together in your game.

 

Can you Reflect: Sound design for Can you Match?

Introduction

This blog is to reflect upon my experience gain from can you match as a Sound designer, topics that I will be covering is what elements(assets, etc) did I implement in the project, what research and how did it support my design for the assets and where can I improve from here.

Voice Overs

The first element that I will be discussing is the voice-overs, where the game will give you audio feedback when a shape is placed into the correct/incorrect pocket when shapes collide with the wall.

The research that I did towards voice-overs is what tone of voice, choice of words, the pronunciation of words. Something calm and pronounce how the words are said to add that educational value. the next lot of research shifted into looking at vocaloids which mainly boils down into finding a Vocaloid that didn’t sound robotic and conveys the emotion that I wanted for the experience.

What I could improve upon is more effective techniques for creating voice-overs either through using my voice or vocaloid, using the empathy to create the atmosphere for the player to interact with and acknowledge what purpose of the vocal actions. Ways to improve is to researching how to do voice-overs that doesn’t sound like they/its reading a script and adding the emotional/ human aspect to the voice.

Background Music

The second element that I will be discussing is the background music for this project, creating a general good vibe and encourages positive learning.

Research that I did was what children’s songs are out there? which followed by what instrumentation do I have available to produce a piece of music for children that is repetitive but not annoying. the instruments that I used was a guitar, ukulele, bass (attempted with Oceania and bongo) which specific research of those instrument in children songs and decide which instruments to use based off my skill with those instruments and what I believe was on track for creating that environment.

what improvement that I can make is more practise with composing music which would be practising with the instruments more ( learning chords, techniques) and learning how I can utilise those skills to create a rift that is can be loopable, sounds good.

Conclusion

in conclusion, for improvements is looking into more musical/audio-based techniques to create an emphatic atmosphere for the player to reside in as well as continuing to improve my instrumental skills and considering the structure of music/words and the way it sounds.

Analytics for Can you match

This blog is about the analytical feedback for both unity and itch.io. I will be discussing how I used analytics in Can you match, what data i got vs what data I desired and how the results of the analytics affected the change within our project.

Unity analytics

how I used the analytics in Can you match? is to see how many access the store  vs how many click to buy the transaction. We were using unity analytics to record the data to be viewed.

the data we got back was the ratio between click the store and purchasing was a 1:1,between a 4 day period 26 times the store and buy transaction was click.

from the ways we set up the analytics we got the desired results but looking at it know we could of used the unity analytics to produce more data that would be interesting to know like how many times to someone play the game, how many time did someone mute it to get more data to look at .

how we would modify the game based on these results is to make changes to the analytics to get more data to make the appropriate changes which I have discuss in the previous paragraph.

ddd.PNG

itch.io analytics

how I would be using the analytics for Can you match is see the progress on your branding and marketing techniques, we just used itch.io own analytics to see the progress, mainly considering views,downloads and impressions to determine the effectiveness of the data.

The data we got back was 14 view on the Can you Match? itch.io page, 7 downloads of the product and 45 impressions of the past week. The data that I was hoping for is more impressions to equate to more views/downloads. how I will used this data to benefit our product and our team would be make changes towards the marketing side of things and research better way to make Can you Match? more  in the public viewing. how this could be done is more social media posts ( can you games? and personal) to draw the attention to the product to encourage more viewing or even better downloads.

itch.io analytics

conclusion

In conclusion, the data was useful because it gave me insights into how I can produce more results in both game and itch.io analytics, such as having more varibles to see what the player(s) does and insight into providing a better social media outlet to produce a wide net to cast upon the populace for more view/more downloads.

 

 

Wk 9 – play-test feedback

Introduction,  this is a reflection on the feedback that we got on our beta testing.

Question 1 was about how did the music make you feel? which the responses were the player feeling aggravated and aggressive which wasn’t the intended idea. The solution to improve this was to re-create the audio and try something different that I would believe to create a different mood for the player.

Question 2  was about the voice over and what did they think of it? the responses express that the voice over was too delay and too long which takes away from the experience. My solution for that is to shorten it to one word that would be something that the kids will recognise and response feedback should be accurated ( which could either be a recording error, or a timing issue).

Question 3 was about the flicking motion of moving the shapes, this was pretty ordinary where the response was more it was okay but … needed feedback on when shapes goes fast. How we could improve that would be more having more audio and visual feedback to entice the player to move the shapes around more.

Question 4  was about the size of the shapes over a set amount of time. the responses indicated that the size of the shapes weren’t the problem but the frequency that the shapes spawn at. which was a quick fix of just changing a variable.

Question 5 was about identify the shapes. the responses to this was very easy, with the suggestion of accommodating to the colour blind. the solution to that would be to change the colours based off that type of colour .

Conclusion , there was a lot of feedback towards the game’s feedback which will be improve upon as the solutions were said within each question.

Wk 9 – weekly Update

Last week, was our beta test as well as feature lock, it was a late build, wasn’t our strongest play-test according to a multitude of feedback that did showcase a lot of error/problems to correct before week 10 soft launch.

Personally what I did was audio feedback within the game, such as back ground music and Voice overs.  The audio components let down the beta play-test quite a bit but that will more discuss about in my other blog ( WK 9 – Play test) . What the other team member were doing was particle, animations  , pausing function which is going quite good.

In conclusion, the play-test gave us good feedback on what to do, but we could of had a more better build for the beta play-test.

 

Social implication in Dead Rising 2

So in this blog I will be discussing how social implication in game design using Dead Rising as our example. The topics of that I will be discussing about how fictionalize the game (about the message of the game and visual/narrative theme), association of object, action to a real-life situation, rethinking of perspectives and allow open-mindedness thinking.

Open-mindedness and disrupt stereotypes.  I believe this leads to the open-mindfulness for when you handed over the Zombrex to your daughter to give you that breather of the reset the timer another 24 hour period.

Fictionalization; for those who don’t know about Dead Rising 2 it about Frank Walker is stuck at the mall in a zombie outbreak with his daughter that needs Zombrex every 24 hours with the game time is about 72 hours. So you (as Frank) will have to venture out into the zombie-infested mall to acquire these Zombrex and make it back while coming across events that pops up throughout the duration of the game.

The message of the game  is to reflect of Frank’s (You) choices that he made, because you are constantly reminded you are racing against time, such as many side mission (to save other people), exploring various places for equipment/skills and items to aid you and acquire Zombrex for you daughter.

Associate. What Dead Rising 2 associates with mentality of aiding others in need even though you are both in the same situation but you the player are better off. Relates that tribal social behaviour of helping your fellow person.

Rethink – Dead rising 2 help us to re-think about the zombie-genre of games that be thought-provoking, considering in most zombie-theme products it usual about the conflicts between humans but also shows that people with a similar goal can create a “tribe” and the I think this will help rethink perspectives of showing the people will fall in a chaotic situation but there are many that will rise above and help those in need regardless of their problems.

Conclusion

So in conclusion Dead Rising 2 displays social behaviours of helping each other in a sticky situation and regardless of problem that you or the person are  encountering currently, or past.  The way this will help me in my pathway of a game designer is about what message I want to impart to the player and how I can showcase this. Which is always interesting to do these abstract meaning games such as ‘Ostinato Harmony’. So hope you enjoyed my first attempt at discussing social implication, stay tune for the next one. Peace!

Week 8 – Update

This blog is about the weekly updates on my current project, Can You Match! basically what will be discuss is what got done for the project, what else I did and what I got plan for the next week.

what I got done this week relating to project?

So what I got done this week is created some audio assets; mainly background music, I focus on creating a repeatable sequences of chords/notation on a acoustic guitar because a lot of kids shows uses acoustic guitar to be able to play it “live” or produce in studio and acoustic guitars fit the theme and emotional value/feel of the product.

Our team has working on combining all of our first pass assets to see how the game will look like in a rough build. otherwise we been contributing to many documentation

what else i got done?

Choice Design of Dishonored

Conclusion

So what am I working towards for next week, getting a beta test for can you match up and going, reevaluating the testing feedback and researching on game’s practices through the lens of economical (types of payments [ subscription, free-miun , premium ] , social (how the game is advertise) and ethical (methods of how payment are made).

Cheers!

Choice Design of dishonored

Introduction

This blog is about the choice design in the game Dishonored. So the choices that i’m going to discussed is about to kill or not to kill and how it affects the game in anyway during your play-through. the topic that we will be basing this on; is the player aware of this choice , what consequences come from this choice, how the player is reminded about the choice they made, is the choice permanent.

Awareness

when player goes on with the mission of having to assassinate a target, the player is only aware of 1 choice which is target must be killed but you overhear some minions speaking about another choice that the player can take which is known as the “mercy” option.

when player come across a non-important goon they decide whether or not to kill them or not. this is something that their not obviously aware of the choices they process, choice A – stab/shoot them , B – strangle them unconscious or C- move pass them.

Gaming Consequences

The consequences of killing a boss puts the player towards the “bad” ending of the game while doing the “mercy” option leads the player down the “good” ending. while killing goons in the game leads to the player having more “chaos” in their game which means more rats and more goons which leads to later levels being more difficult because of the increase in enemies that the player will have to encounter.

Reminders

The reminders of the game is your end of level review where they show a graph of what play style which relates to how sneaky you are and how much time you spent in combat/how many you killed.

Permanence

The choice of your actions is permanent because it impacts the story of how the princess will act based upon your actions which reflect the state of the city. if you the player is killing everyone than you create more chaos which means more rats which ends with more disease which that cycle continues.

Conclusion

In conclusion, Dishonored’s choices reflects upon the own player’s play style and relays consequences of those choices into a situation that you believe would relate in the real-world of more security because of the killing of high-level officials and the plague of rats that consume the fallen and spread the disease through a populated crumbling town.

Week 7 – Update blog

Hey, just a late update for last week. mainly what got done for “Can you Match” was documentation. With the documentation I’ve been following the process of plans, design and implementation. plans is about the goal of the task, design is what my process i will be using to create this sound and feeling that I’m trying to create and implementation what program i will be using, what file will I export, settings (technical stuff)

what else i got done is a lot of research blog on testing procedures, analysising game and choice design.

plans for next week

making first pass assets to have a first play, also a bunch of dev blog s/ research blogs.

Cheers y’all hope you enjoy!