Analysing the Gaming Experience Development Log(wk27)

Case Study Metro Trains Melbourne (2014) Dumb Ways to Die 2: The Games [Video game]. Available at: /https://play.google.com/store/apps/details?id=air.au.com.metro.DumbWaysToDie2&hl=US (Accessed: 4th of May, 2021). Dumb Ways to Die 2 is a charity game created to promote rail safety in Melbourne, Australia, where almost 1 thousand people fall off the tracks in a year. Metro Trains, a …

Wizard Dungeon -Experimental Development Log(wk25)

Confirmation of Gameplay and Background After much trial and discussion, we intend to make a dungeon breakout game that is on the hardcore side of action. The story is about a trainee wizard who faces monsters in the dungeon and grows to destroy them. The wizard will be able to acquire a large variety of …

Analysing the Gaming Experience Development Log(wk25)

Research Trista, P. (2019). Playing for the planet: how video games can deliver for people and the environment. UNEP. Available at: https://biblioteca.semarnat.gob.mx/janium/Documentos/Ciga/libros2018/CD004283.pdf (Accessed: 10th of May, 2021). The United Nations document already gives some detailed guidance. You can find initiatives on a number of environmental issues, including Helping parents to engage with their children around …

Analysing the Gaming Experience Development Log(wk24)

Search for Topics Using games to create positive social value is one of the aims of my postgraduate Games Design degree. Therefore I set several themes related to it and analysed which one was more appropriate. Q1. How to make functional/serious games fun? In China, Tencent Games Dreaming Plan has launched a number of serious …

Wizard Dungeon -Experimental Development Log(wk23)

Choosing a Direction for Research I originally wanted to explore in the area of XR (AR/VR), but I had already made a VR game at term 2, so that idea was put to rest. After browsing through the mini briefs reference given by David, I listed a few directions of interest. A two-player co-op or …

A Game -Critical Play Game Development Log(wk21)

Last Playtesting I finished all the levels I could and wrote the save function. This way players will be able to get back into the game quickly when they accidentally quit. The game will unlock levels one after another to make sure players know where they are. Then I have had my final playtest. This …

A Game -Critical Play Game Development Log(wk20)

First Playtesting This week the 11 levels that have been developed were put together. A brief playtest was conducted. And got some pretty useful feedback! Tester feedback: The microphone level doesn’t seem to work. In fact it does work as long as the computer has a microphone function. But the player did not receive a …

A Game -Critical Play Game Development Log(wk19)

Further Level Design Level11 Draw a wire and switch the different coloured lights on and off by pulling the wire to make the opposite coloured buttons appear on the screen. Level12 Hit the bricks, the player controls the platform to bounce the ball and hit the top Start button to start the game. Level13 Tetris, …

A Game -Critical Play Game Development Log(wk17)

The Things That Give Me a Headache At the beginning of trying to make a metagame, I had a hard time. I was at a loss as a creator – if I just added different gameplay to a game with a different theme, it felt like I was just carrying the gameplay and playing with …

A Game –Critical Play Game Development Log(wk16)

Defining the Direction of the Game After last week’s pitch, I have reconsidered three design directions. My New Family is the most finished and has excellent artwork. Given that I had already spent two weeks developing it. I could produce the finished product more easily. But it still lacked a plot compared to my standard …