Progress Report (Week 12)

Updates for the week…

  • We had a work meeting on Sunday, November 13th, 2016 in which we started off by looking at the QA feedback from the night before…
    • When asked if the U.I. was clear enough, everyone but one tester said ‘Yes.’ The one that said ‘No’ didn’t specify why. The main feedback given was that the tutorial didn’t mention the adventurers.
    • When asked for thoughts about the tutorial, just about everyone thought it definitely helped the player understand how to play the game, but mentioned clarity as it didn’t explain why they are doing what they’re doing. (This is because the narrative arc isn’t fully implemented yet).
    • When asked for thoughts on the art that is in the game so far, universal acclaim was given again, with every tester loving it. The 2D customers were still the only negative, but they’re also still placeholder until the updated characters are put in.
    • Finally, when asked for any other thoughts, some testers suggested better indicators of when the player takes damage from the worm, as well as having better balance between what the customer’s want.
  • Following this, I spent the rest of the meeting cleaning up the tasks on the Gantt chart and worked on the presentation. Aaron worked on polishing the shop interior. John worked on the presentation. Tony worked on his blog post, and Dmitri continued iterating the prototype and making sure everything was still working.
  • We called in an impromptu meeting on Wednesday, November 16th, 2016 due to us having a meeting with Manley tomorrow to find out whether or not our petition to present at the Winter Showcase was successful.
    • We spent this meeting preparing for that meeting as well as iterating our presentation, such as adjusting the flow and where the trailer should be.
    • We also discussed how many people were going to talk as well as what type of clothing we would wear. We didn’t decide on amount of people talking since we’ve heard different limits from different faculty, but for dress we decided on nice jeans and button-down shirts.
    • The team decided to have a content-lock on Friday, thus spending the time over the weekend polishing and practicing the presentation, making sure it is under 10 minutes long.
    • We then discussed the game and the trailer and how they both need some more iterations. The game needs a few more quests, dialogue, and a new build, while the trailer needs some more editing and new audio.
    • We then made a plan for tomorrow where Tony and I would be testing the game in QA while Aaron, John, and Dmitri would be working on an intro for the game.
    • We also discussed how we would mention future members and what we’re looking for. The minimum we could work with is adding one programmer and two artists. What we want to add is one designer, two artists, and two programmers.
  • We concluded the week by having another work meeting on Saturday, November 19th, 2016, in which we began by looking at Thursday’s QA feedback…
    • When asked for thoughts on the art, every single tester gave positive feedback saying it was good and they loved it. There were no negatives.
    • We then asked the testers to rank how well the tutorial explained what to do on a scale of 1 to 5 (5 being very well). 64.3% of the testers voted 5, 21.4% voted 4, 7.1% voted 2, and another 7.1% voted 1.
    • When asked for thoughts on the tutorial, most people thought it explained mostly everything. One tester was still confused on sending adventurers out, while some others said it just needs polishing.
    • When asked if they understood the worm arc and the connection between quests and the boss, a lot of people understood it, while other testers didn’t even get to the boss.
    • When asked how they feel about the characters, it was sort of mixed, some testers liked the characters, while others thought they were bland and needed more depth.
    • When asked for other thoughts on the narrative, some testers mentioned it was very loose and there was a select few who wasn’t aware that there was a narrative.
    • When asked how clear the UI was, most testers liked it. The negatives included having quests a different color, and making it easier to tell the player how the time passes.
    • When asked for how long they would want free play to last before the next story arc starts, the times ranged from 4 days to 4 weeks, with most saying 2 weeks.
    • When asked for any thoughts on the boss battle, most people said they loved it. Some feedback was that one felt it was too easy, while one suggested having a stamina bar for the light attacks.
    • When asked for any thoughts on the map screen, everybody loved it except for one, who thought it was a little confusing.
    • Finally, when asked for any thoughts on the merchant gameplay, there were suggestions such as adding a cancel button if you accidentally click to sell an item you didn’t want to sell, as well having the price of the items in the description.
  • Following this, we all spent the rest of the time working on our presentation for the Winter Showcase, since our petition was successful! At the same time, Aaron and Dmitri were working on bug fixes, while Tony worked on his blog post, and John made an item list for each supplier.
  • The next week’s update will probably be the last, which will include any other meetings held, as well as how well our presentation went at the Showcase, and whether or not The Grand Master goes forward to next semester!
Advertisements

Progress Report (Week 11)

Hey all, so even though I have already done the 10 required blog posts for the semester, I have decided to keep going since I would feel bad for leaving whoever reads this on a cliffhanger. So, with that in mind, here are the updates for the week…

  • We had our usual work meeting on Sunday, November 6th, 2016 which we spent the entire time working.
    • I worked on my blog post (the Week 10 one).
    • Aaron worked on implementing art into the boss arena.
    • John worked on the presentation and the main menu screen.
    • Tony worked on the presentation and the game text.
    • Dmitri worked on iterating the quests that are in the prototype.
  • That was basically it for that meeting. We then re-attempted to challenge into Vertical Slice the following day, in which we ended up passing through!
  • We then had a QA session on Thursday, November 10th, 2016. This was essential as it was our first QA in 2 weeks, and the testers haven’t seen the new additions such as the art in the shop, the world map, and the art & animations in the boss battle. We didn’t have a meeting afterward like we normally would.
  • Instead of having our meeting, we looked at the QA results on our own time. The feedback were as follows…
    • When asked for feedback on the addition of the world map, testers gave it universal acclaim, saying it was miles better than what we previously had for buying supplies and sending out adventurers. The only thing that the testers felt needed to be done was polishing it and adding a back button.
    • When asked for thoughts on the art assets currently in the build, the testers gave this universal acclaim as well, praising the animations for the boss fight. The only negatives were that the customers were still 2D and had no color.
    • When asked for thoughts on the gameplay loop, the feedback was mostly positive once again as testers felt it had a good flow and passage of time. The only negative that stood out was that the calendar system still feels a little confusing for some.
    • Finally, when asked for any other thoughts and feedback in general, testers mentioned how they loved the game. Some feedback given included things such as some of the text overlapping with the customers, the need for a cancel button in the boss battle, and having a “days to travel” indicator for adventurers when sending them out.
  • We then came together on Saturday, November 12th, 2016 to have our usual work meeting. Since there is only 2 weeks left before the Winter Showcase, we decided that we will just stay in Vertical Slice and petition to present at the showcase since we feel we have a very good chance at presenting (mainly stemming from the overwhelming positive feedback). During this work meeting…
    • I worked on the presentation and this weekly blog post.
    • Aaron worked on creating two more villagers to put in the game.
    • John worked on UI polish as well as the main menu.
    • Tony used the script he created and turned it into a screenwriting as we prepare for voice acting this week.
    • Dmitri worked on implementing the narrative arc into the prototype which includes a tutorial.
  • The presentation we’re making and preparing for is our showcase presentation (assuming we present), as we plan on doing a dry-run of it Monday in class to get some feedback. Later in the week we will also be implementing the narrative arc and voice-acting as well as making a trailer for the game. As of now, the future is looking bright and the Master is on his way to becoming Grand! (Puns intended) Stay tuned for updates!

Progress Report (Week 10)

Updates for the week…

  • We had a meeting on Sunday, October 30th, 2016 to look at the QA feedback from the night before. The feedback are as follows…
    • We asked the testers which method they preferred to gather inventory (through fighting the boss, sending out the adventurers, or buying from the supplier). 15.4% said the supplier, 38.5% said the adventurers, and the winner was the boss fight with 46.2%.
    • When asked about the possible addition of rare “one-time” items that are of high value that you can sell, most people would love to see this added as it feels it can help the narrative and there could be specific customers looking for said item.
    • When asked if they felt like they learned anything about the world at any point while playing, only a small few did, while most said the customers didn’t really say much outside of what they’re looking for.
    • When asked how they felt about the addition of humor within the dialogue and how much humor they would prefer, most people said a fair amount and should be dry humor. The amount was fair because someone mentioned not every customer would be trying to make jokes.
    • When asked if they felt like they learned anything about the world through just the customer dialogue, most said no, but the ones that did knew that the world was some sort of mythological fantasy.
    • Finally, when asked if they had any comments on the concept itself, some people mentioned maybe a motivation to undersell your items because you are friends with certain customers. Others mentioned being able to choose your equipment before you fight the boss.
  • We then spent the rest of the meeting as a work meeting. Everyone worked on the presentation as we planned to challenge into Vertical Slice the following day. In addition to this, I worked on the Cultural Analysis, Aaron continued making models, Dmitri is continuing work on the prototype trying to fix the adventurer quests as they keep failing the quest almost all the time.
  • After our challenge on Monday, I got absolutely roasted and was told all the work that I did was wrong and it didn’t even matter. It would help if the person who’s telling me it’s wrong wouldn’t tell me to do it the exact opposite way I’ve been taught to do it, so now I have no idea how to do any of my work anymore since it’s wrong no matter which way I do it because I keep getting told something different.
  • To make matters worse, we did not make it to Vertical Slice, but this was understandable as the main thing we need for our game to make it an actual game (the narrative) still wasn’t fleshed out enough to be able to enter this stage.
  • We then called a meeting on Thursday, November 3rd, 2016 that I didn’t attend due to me having QA at the same time. Regardless, the main focus for the meeting was the narrative.
    • John did some narrative work prior to the meeting, and met with the professor, but was told that what John had was too broad.
    • We then took this and tried to narrow it down by figuring out what the monster’s motivations are and why they are a problem for the humans and the Grand Master.
    • Since the only boss/monster present in the prototype is the giant worm, we decided that it nests along a trade route attacking any caravan that passes through. This is a problem for the Grand Master as Yhomstad (where his shop is) is on one side of the route, while his supplier is at the other end of the route.
    • Following this, we moved on to how exactly the player can be informed of this through the dialogue that will be present. A story arc was created. The player spends the first few days in the tutorial, learning how to play the game, followed by dialogue and then the core game loop of running the shop, and sending adventurers on quests. The customers that come into the shop are traders who needs weapons and supplies to survive the possible encounter with the worm. The player/Grand Master can also enter a boss fight with the worm.
    • The meeting was then concluded by briefly discussing voice acting as we have a script ready and would like to record it in the sound labs as soon as possible.
  • The week was then concluded with a work meeting on Saturday, November 5th, 2016.
    • In this meeting, Aaron showed us a map he created of the game’s world (called Fortaris) which includes a body of water surrounding the entire top with a peninsula sticking out which includes the town of Yhomstad (the home town where the shop is). On the south side of Yhomstad is a mountain range with a swamp area called Svarten Yod on the South East side of the mountains. On the southwestern side is Pyren Farstad which is a fortress where Yhomstad’s soldiers are stationed. South of all this lies The Godless Wastes, a massive frozen desert with no water or shelter. On each side of the Wastes are two empires, the Ronevin Empire to the west, and the Byzhan Dynasty to the right, each trying to expand the empires across Fortaris (all of this was the broad narrative John created that was briefly mentioned earlier).
    • Dmitri then showed us the updated prototype which has improvements to the boss battle. The player now has an actual weapon in their hand and has attack animations (done by Aaron). The worm also has movement animations as it now moves in and out of the ground.
    • The rest of the meeting was mainly a work meeting. I worked on updating the Project Plan, Aaron continued iterating the map, John worked some more on the narrative, Tony iterated the script, and Dmitri iterated the prototype trying to get Aaron’s first draft of the map into the game. Stay tuned for updates!