Project Production Session #4

SUMMARY

dog” by Mark Ittleman is licensed under CC BY 2.0.

Role

Character Designer

Intention (SMART Goal)

By March 1, as Character Artist, I will have evidence of art animation by following How to Make 2D Animation in Unity for Session 4.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Lynne Liu

“Consider time a precious thing” – Look at what you need to do, and find the fastest way to do it.

“Think about how the design looks in comparison to the game”

“need 2D as a requirement” – Should focus mainly on 2D but knowing 3D isn’t bad.

“Strong project managing/producing skills as well as artistic ones.” led them to finish early.

A personality that fits ideals and beliefs along with good artwork.

Wants to try new things that align with self without giving up old talents

——–

I’d never actually heard Lynne before this session but when searching for a leader in the field, that interview popped up. I was really drawn to her art and reading through the interview I thought there were a bunch of tips I could pick up on.

Training Source(s)

0:32 – Can Import Multiple Images as an Animation

1:30 – Cropping Whole Animations

2:55 – Don’t Need Loop if Controlled by Action

10:16 – Separate Events for Idle and Moving

15:20 – Crop Empty Space

Project Timeline

Help rebuild the game in 3D.

Copy and Paste Designs into 3D

Work on “Player Using Weapons” Animations

Improve Monsters Visually

Create better Decor

Rework Old Weapons

Add a New Monster(?)

Fix Bugs

Proposed Budget

1300$ – Mac

136$ – Construct

Feb 1st – March 1st

PRODUCTION – ACTION

The GAME Creation

Itch

Skills Commentary

Overall, my SMART goal didn’t end up applying very well toward the remake of our game. First of all, as soon as we finished the pre-production section of the game, I learned you can’t animate in 3D Construct. So, instead made the tools appear when we used them and then worked on the second goal in my list which was the new enemy. I also worked on a couple of other small things to help us transition to 3D.

Skills Evidence

Slideshow

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

During this session, I don’t think we ran into too many problems other than the lack of time. Since we already knew what we were going to do the only real challenge is how to get it into 3D. Once that was done I don’t think there was much to learn. That’s not saying I didn’t do anything this session, I’m just saying the next session on this game would probably be more dynamic.

Ways of Working (Communication & Collaboration)

I think communication in this session broke down. We had a group chat that was created in the previous session, but it’s been collecting dust since then. This affected the project a good amount, like things being missing and not a lot of progress being made outside of school. However, in school, it was roughly the same amount of communication as last time but without Avery.

Tools for Working (Info & Media Literacy)

This session was my first introduction to 3D and I wouldn’t say it’s great. 3D Construct just isn’t very good and is very limited due to the fact it’s not “True 3D”. Even if I don’t fully understand how it works it’s still nice to have it in case I need it which I will for the next session.

Ways of Living in the World (Life & Career)

I think that this session was the most mentally burnt out I’ve felt throughout the school year. Last session I didn’t think we would be able to finish some minor things but this session I didn’t expect us to even finish the map. I’m proud we were able to tough it out and create at least a decent product, there are still things incomplete things but that can be fixed.

Reactions to the Final Version

Hunter who was the advisor for this session had a few things to say.

• He mainly talked about the fact that the game was missing a main menu as well as a proper ending screen.

• He also told us to clean up some of the sprites.

• He says the game has some potential considering that we have a blueprint of what we want to do.

There were no peer comments during any of the reviews of the game.

Self-Evaluation of Final Version

To start, I wholeheartedly agree with all of Hunter’s statements. The main menu and end screen were our last priority when they should’ve been way earlier. Our game suffers due to the art style being split in two between objects with a black border and those that don’t. Also, there were many important mechanics removed from the previous game like the crate, self damage as well as the space background. However, I don’t think the 3D game is a direct downgrade because with 3D there are so many more options for what we can portray rather than Top Down.

Without self damage the game is rather bland but that change was created in order to fit better with the Shooter genre. When the game is fully transferred over it’s probably going to be a regular fun experience. There are still many things inside the game that are undecided like the story and ideas for new mechanics since we haven’t even created anything past Level 1. However, next session I think a lot of improvement will be made.

Grammar and Spelling

Grammarly

Editor

Sam M

Game Play Analysis

Formal Elements
The BasicsNOTES
Name of the gameSix Cats Under
The platformPC
Time played (should be at least 30 minutes)30-40 minutes
If you could work on this game (change it), what would you change and why?I wish it was easier to figure out what you can click on. It wouldn’t make this game any less fun because not everything clickable is right.
Players
How many players are supported?1
Does it need to be an exact number?Yes
How does this affect play?If there were more players it would be a lot easier and less challenging.
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.Single-Player
Objectives/GoalsNOTES
What are the players trying to do?As a ghost, open the door and let your cats escape.
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).Solve
Rules/Mechanics
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.
ControlsNOTES
What controls are used?Mouse movements, Clicking
Was there a clear introductory tutorial?No, but it does tell you what options you have available to you in the form of verbal hints.
Were they easy to understand or did you find yourself spamming the controller?You start the game by clicking everything you can but as soon as you figure out what to do, it gets easier.
Resources & Resource ManagementNOTES
What kinds of resources do players control?You have to control the cats as well as find ways of influencing them to do things using other objects.
How are they maintained during play?There is only one correct option for each stage of the game. At the end of the game, you’ll only have one option.
What is their role?They essentially function as your character’s hands.
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?At the start of the game, the only information visible to you is what you see. But, by clicking on various objects you’ll know what you can’t do and what needs to be considered. So the game state is constantly changing as the player plays the game and learns.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?It usually starts with the player clicking something to bring a dialogue box up or a player clicking something which causes the cats to react.
How does play flow from one action to another?It flows pretty smoothly since almost all your actions have an immediate reaction. If it is a text bubble you’ll know you’re either wrong or the game is giving you a hint, if it does an action you know it’s either right or you need to use it later.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.Information Sharing
Theme & NarrativeNOTES
Does it have an actual story structure?Yes
Is it based on a historical event (or similar)?Not exactly but compared to other things it’s relatively tame in terms of fantasy.
Does the theme or narrative help you know how to play?Yes, since our hints are actually based on the knowledge and memories of the ghost we’re playing.
Does it have emotional impacts?Yes, because we don’t want the cats to starve.
Also, look for en media res (does it start in the middle of the game)?Not really, there can’t be an en media res if there wasn’t an exposition, to begin with.
The Elements in MotionNOTES
How do the different elements interact?You doing some
What is the gameplay like?It plays like any other escape room game, just without puzzles and with fun and quirky gameplay options.
Is it effective?It kept me captivated during the entire gameplay so I’d say so.
Are there any points where the design choices break down?It’s not like it’s a complicated system. Some people will enjoy it and others won’t, your opinion on the game probably won’t game after you figure out what to do.
Design CritiqueNOTES
Why did the designer make these particular choices?I think they just wanted to create a game where people would be satisfied by the conclusion.
Why this set of resources?It’s a unique concept because you’re in control but your resources are living beings with clashing personalities. This makes it so that you can’t just brute force your way through the game.
What if they made different decisions?If they made different decisions then the main gameplay loop of the game probably wouldn’t be nearly as complex since everything about this game is about the cats.
Does the design break down at any point?No, I think it stays fun until the very end and I don’t exactly have any problems with it.
Graphics & SoundNOTES
Does the game art pair well with the mechanics?I personally think so, cute cats solving puzzles are adorable.
Did you find any bugs or glitches?I didn’t find any.
What about sound?It has a couple of cute sound effects and one soundtrack.
Can you spot any technical shortcuts?No, it seems to work as intended.
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?You have to use logic to figure out most of these puzzles and almost everything in this game has a purpose even if it isn’t self-evident.
Is the game fair?For the most part yes, it’s not like you have to entirely restart if you mess up.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?No, as soon as you beat the game, it ends.
What is the intended audience?It’s definitely aimed towards a more casual audience who have enough time to solve a fun 30-minute game.
What is the core, the one thing you do over and over, and is it fun?Click everything and hope it works. Even if it isn’t right, at least you get some funny dialogue.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/