Sunday, March 9, 2008
Week 9-Weekly team assessment
For this week, we start to develop basic element of tank physics using Torque game builder. We have decided to switch the game engine from XNA to TGB due to the complication. During the Friday lab, we developed basic tank movement and turret movement using keyboards input. More features will be added soon.
Sunday, February 17, 2008
Weekly team assessment #4
We haven't done much for this week. We prepared a presentation of the paper prototype testing results as well as the presentation of game design documents.
Sunday, February 10, 2008
3rd Game Critiques #2 - Starcraft: Brood war
Starcraft is a strategy game that the most important factor is the balance between three different races. Generally, Protoss is stronger than terran but shows the bit of weakness for zerg. Terran is stronger than zerg but is weaker than protoss. Zerg is stronger than protoss but is weaker than terran. Is this mean protoss will never win against zerg? No, that’s not true. Although it is said that one race is generally stronger against the other particular race, the player can overcome the difficulties with the controls of given units. This perfect triangle style balance attracts many players.
3rd Game Critiques #1- Need for speed: Most wanted
In my opinion, NFS is well balanced game except there are few loopholes that a player can use it for absolute win. In the beginning, the game offers tips that the player must know in order to complete the level. These tips also show how to evade the police cars by using the given environment which helps a lot during the entire play session. The game also limits the size of the map and chooses a street with fewer curves in the beginning, so the player can enjoy the game without any fraustration. As the game progresses, it gets harder by having faster and tougher competitor and cops. The limitation of the game environment is also gone so the player needs to play in a much bigger and harder track compare with the novice stage.
Weekly team assessment #3
For this week, we had a pre-testing of our prototype to see if there are any loopholes that a player may use during the play session. Upon several testing and discussion, we decided to use “move-shoot and turn” rule for our prototype instead of “move-turn and shoot”. The reason that why we decide to use “move-shoot and turn” rule was because the play session finishes really quickly and there was no strategy involved as much as we hoped. This turned out to be a great choice as we have found out during the actual testing session on last Friday.
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