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Showing posts from May, 2019

Post-MOJO

MOJO was an awesome event, it was very fun to see the players test our game and it's very rewarding to see how much they liked it! It still has a lot to improve in further iterations of the game, and I personally hope it can become something better and even more enjoyable for free times. See you next semester! ~evoll~

READY!

We are officially ready for the MOJO, which is happening in a few hours! We wanted to have implemented some more features, such as the sounds and the whistle action, but unfortunately we did not have time. However, the game seems to be pretty fun to play and people that we are showing this and letting them play actually like it! Let's go! See you tomorrow @MOJO! ~ evoll ~

Friday update

We have done our poster, quick start sheet and quizz. We have also implemented a lot of the game level in these past few weeks and are working to finalize it until Tuesday. See you tuesday! ~evoll~
This week i implemented the game analytics being collected during the game, and then printed out to the console. i will work on our level a bit in the next days Philipp

weekly update

This is the last week before the MOJO and we are reviewing our plan. We are also going to improve our playtesting plan so it is as good as possible for when the time has come! Preparations as the quick start sheet, posters, etc. are being worked on! //Melanie
Last week it was about the planning around MOJO, this Wednesday we reviewed the plan with the professor just to make everything ready. // Francisco

MOJO - 1 week

Hello! MOJO is coming and we have been preparing for it. We have arranged with our artists to print the drawn poster and some stickers in a printing shop in Cais de Sodré. We are also programming every functionality that we think is necessary for the game to be ready to play and fun in a week. It's been a challenge! We promise we're trying our best, both developers and artists, even though everyone is being overwhelmed with other projects. See you next week! ~evoll~
We worked on the MOJO preparation, i thought of some game analytics we could do. i still need to implement that. Philipp

weekly update

This week we have worked on our playtesting plan and finalized it. The next steps are now to prepare for the MOJO, of course continue work on the prototype but also do a poster and a quick start sheet. We have already started with this sheet and thinking about how to get as many people as possible to want to try our game! //Melanie

This week

Hi. We've been working very hard on game development but these last few days have been a little stall (roughhly ~1/2 hour of game development per day) in terms of development due to other projects that need to be delivered as well... Anyway, the playtesting plan is currently being done to deliver this wednesday, and the game development will continue strong again soon! Next dev steps: - Timed Waves (with "start animation") - Monsters sight, monster awareness and monster attack Stay tuned! ~evoll~
we are tackling the mojo planning and continue working on the prototype. i will implement a more constrained gun aiming this weekend. earlier this week i brought back the fog into the game and implemented a timer clock where the clockhand moves. joao refined it and combined it with a countdown. Philipp

update

Sadly this week i couldn't attend the class at wednesday since i was in GuimarĂ£es with the university for the national soccer championship. //Francisco

weekly update

This week we had lab and got feedback on how to improve our document for the delivery so we worked on that. We have also begun to discuss and think about what we want to find out with the player feedback. We need to choose some relevant evaluation methodologies for our questions. //Melanie

20 days before MOJO

Hello! Tomorrow is the class before the design documents delivery. We have already delivered the documents and tomorrow we will confirm everything is fine with the professor. Furthermore, the game development keeps being done and everything is being enhanced. We were able to fix all collisions in the game, as well as add other elements to the game that help giving the player more feedback about his game status. Furthermore, we have already a draft of the background map, which we're going to use from now on due to other elements calculation. Next big steps are introducing ALL static elements to the map (still need to have this, but use placeholders) , adding game-level organization and progression (waves of monsters, stronger monsters, new monsters) and adding monster sight / monster awareness / monster attacks. About what we still need from designers: Designs: the 4 perspectives of the monsters (normal and angry), static elements on map, finished map, solving the daylight pr
This week passed without any activity from my side, mainly because we didn't have a lab where we met in person, and there are other university projects, too. Philipp

weekly update

Hi ! This week we did not have lab but it hasn't stopped us from continuing working on our game. We are implementing the feedback we got, new features we planned to have and incorporating what we get from the artists. //Melanie