Week 3: Alpha Playtesting

Development Progress

  1. What has been recently completed?
    • An alpha build was created.
      • A core section of level geometry was created to match 1/3 the size of the final level
      • Each person used this to create a different scene containing 1/3 of the final level and build the puzzles in that 1/3.
    • Puzzles Created:
      • Fireplace Puzzle
      • Fountain Puzzle
      • Earth Puzzle
      • Final Door Puzzle
  2. What each of us is currently working on:
    • Cody:
      • Wind machine & related puzzle
      • Fixes for final door opening bug
      • Additional assets and level design improvements
    • Michael:
      • Progression system hooks
      • Improvements to the earth puzzle (more combinations, bigger challenge)
    • Travis:
      • UI improvements
  3. What features/ideas are on the backlog are to be done next?
    • Wind puzzle
    • Progression system hooks
    • Improvements to the earth puzzle
    • Debris Placement
    • Further 3D asset creation
    • Updates to temp 3D assets
    • Element Wheel UI improvements
    • Text Box (Pop-up) UI implementation
    • Final text (for intro, puzzle clues, etc)
  4. Analysis of play-testing:
    • Playtesting to be run during class today (5/23/19). The feedback and data we get will be analyzed and the results will be included in an upcoming post.
    • Additional playtesting will be run on a subsequent build after making changes based on the initial feedback from this round of playtesting.
  5. Obstacles that are blocking development:
    No major blockers at this time, but we may need to reduce scope on some things:
    • 3D assets will continue to be created whenever possible, but full functionality is the top priority. Therefore, we may end up using reducing the amount of/detail of 3D assets.
    • The amount of cleaning and debris will be dependent on time.
  6. Reflection on game and process. What is working, what is not working.
    • Breaking up tasks has positives and negatives. It is very effective allowing us to work in parallel but can be challenging when there are interactions or dependencies between different people’s work. Overall, this method has been productive and effective.
    • While there is work being done every day and the branch merges frequently, we often only merge at a whole-level scale toward the end of each weekly period due to logistics. If possible it would be good to do this a bit earlier.

Week 1: Design & Paper Prototype

Development Progress

  1. What has been recently completed?

We have just completed our paper prototype which shows a basic abstraction (paper version) for the mechanics in our game as well as some concept art/level design.  For images of the paper prototype and further details, see below.

  1. What each of us is currently working on:

Each team member took a portion of the paper prototype:

Cody:     Concept art/main view of level, puzzle for final door, and stair-fixing magic

Michael:              Fountain “mana-source” activation, fireplace clean-up and activation

Travis:           UI including element wheel selector, mana bars/current element, and intro textbox.

Work for the next phase is assigned as follows:

Cody: Asset creation and puzzle design

Michael:  Movement Scripts, cleaning code

Travis:  UI implementation

  1. What features/ideas or on the backlog are to be done next

We are using a Trello task board for the full backlog, but here is a high-level breakdown of the current backlog items:

    • Asset Creation
    • Player Code
    • Puzzle Code
    • Dungeon Cleaning Code
    • Level Implementation (Dungeon Creation)
    • Intro Room Implementation
    • UI implementation

Note: most of the items will be broken down into smaller tasks

Also, the Trello board can be found here: https://trello.com/b/CEfUGhXu/arcane-engineer

  1. Analysis of playtesting (probably as a separate page)

No playtesting at this time.  Presentation of the paper prototype will be completed this evening.

  1. Obstacles that are blocking development.

No major blockers.
Puzzle mechanics are still being refined. Since this is part of the work in progress at the moment, it isn’t really a blocker but until we finalize the puzzles, implementation of these features will be stalled so in that sense it is.

  1. Reflection on game and process. What is working, what is not working.

Positives:

  • Our game has a fairly unique flavor (the combination of puzzles, cleaning, and magic in a 3d environment is something different).
  • The design for our levels is interesting and encapsulates the style that we are going for
  • Mechanics seem to be coming together nicely
  • In person meetings have been productive

Negatives:

  • Asset creation involves a large amount of work and could create a bottleneck if not handled properly
  • Digital prototype is due in about a week and a very large amount of work needs to be done between now and then
  • Some puzzle details still need to be ironed out
  • Scheduling can be challenging at times for our group

Mitigations:

  • Assets are being designed in a modular manner for reuse and simplicity
  • Depending on progress, we may reassess the asset work load and try to find ways to split it up more, use other assets, or reduce scope.
  • Basic (placeholder) assets will be used in the interim so that development doesn’t bottleneck
  • Puzzle design is underway and initial testing of the puzzles will begin in the next 2 days
  • We are working to find times that work for everyone but Discord is our current fallback for keeping the team up-to-date on our progress. We will also be adding more frequent scrum meetings.

Paper Prototype Images:

MainRoom

TextPopUp

ElementFXAndFireplace

FountainControls

DoorPuzzleOverview of Paper Prototype from Planning Meeting:

  • Theme: An Arcane Engineer who uses their elemental powers to clean and repair a dungeon meets the Fantasy theme requirement
  • Mechanics:
    • WASD keys: Movement
    • Look-direction: Mouse axes
    • Right-click w/ selection: Set active element by highlighting an item within the Elemental Wheel and releasing
    • Left-click: Cast element
      • Water rinses dirty areas and replenishes water holding objects
      • Earth fixes physical structures and applies great force
      • Air levitates and launches objects
      • Fire welds metals and reduces debris to ash
    • E key: Interact with puzzles and other objects
  • Win/Lose:
    • Win: Solve puzzle on master door and exit the dungeon
    • Lose: Failure to solve…
      • Count up/down time?
      • Cleaning grade
  • Achievements/Upgrades:
    • Achievements
      • Completed a room within the antechamber or main dungeon
      • Exited master door
    • Upgrades
      • Larger Resource capacity
      • Access to additional Elemental Resources
  • Innovation:
    • Combination of Viscera Detail Cleanup and Elemental interaction
  • Fun:
    • Solving puzzles is exciting
    • Using elements is cool
    • Key finding feels progressive
  • Challenging:
    • Puzzles
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