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Wednesday, March 31, 2010

EVERYONE NEEDS TO READ!


A few things needed to be decided on before we could move forward, so I tried to combine all the things we talked about and added them to this document. A lot of these things ARE NOT the final product rules. Most of these things will change after play testing. But for now we needed a solid goal set so we could start on other aspects of the game. EVERYONE NEEDS TO COMMENT if you agree OR dissagree. I dont want to make anyone mad so if you don't like it please say so, so we can address your concerns.


Things That Need to be Finalized!.webdoc

Artist Milestones

I put the Timeline for the artist on Box.net, inside the artist folder

Tuesday, March 30, 2010

Here's some ideas by Perry

Here's some stuff I was working on after class.

Summary of 3/30/10

Today, we finalized our target market to be in the age range of 18-24. Other changes that we have made consist of the following:
  • No Blood
  • Cartoon Violence (Tom and Jerry, Loony Toons, ect.)
  • Upgrade system (This will be further discussed and developed on)
  • Bigger levels to provide more of a challenge to the player
  • Player will carry the cannon. The cannon is NOT part of the tree anymore
Our basic game mechanic remains the same! Everything I have listed above is stuff that we are adding to our game. I have posted all of pictures from today up on my gallery again. I hope that everyone has bookmarked by now. I will keep this web gallery alive even after we are done with team project as I know many of us will want to reference this for our portfolios.

Now on to other pressing matter. I have moved stuff around on box.net. Everything that has happened up to and including Greenlight 2 is in a folder called "Everything before greenlight 2". So if we need anything old, that is where it will be.

A folder called "Design Document Versions" is where all of the design documents will be kept. If you download a design document and edit it, please make sure that you upload a NEW design document with a new version number. Always use the most recent design document unless otherwise stated.

All the Artist, Level Designers, User Interface, and Programming people have their own folders to upload their parts too. Inside them are two folders, one called Sketches and another called Finalized. DO NOT PUT ANYTHING IN THE FINALIZED FOLDER UNLESS EVERYONE HAS AGREED ON IT!

I have also made a folder called "Working Prototypes". This is where all of the working prototypes go. Never post a broken or non working game in here. If it works, put it here so that we can go back to it if something goes wrong. Any and all working prototypes should be put in a ZIP folder before uploading. Label the file "warnutz_working_prototype_vX.zip" where X is the current version number.

In the upcoming weeks when we start adding stuff in to the actual game, we will have to come up with a good way to streamline the process.

There is a lot to be done in the upcoming weeks so let's get to it!

March 30, 2010

Today the team had a meeting and agree to make changes to our game. Base on the test surveys,research marketing. The age is 18-24 years. The theme remains the same. same mechanic. Changes are no blood, cartoon violence and death. Upgrades armor,weapons. The player can carry cannon as a gun. The player can use their resources to buy the upgrades such as armor and weapons.

My role for the final project is the same assistance programmer. I am working on a basic loop flowchart due Thursday April 1, 2010.

Tentative schedule for the Level guys!


Hello everyone, This is Max and I's tentative schedule for these last few weeks. As far as the doc update goes, that will be our own level design document that will be able to merge into the main design doc. If there are any changes, let me know in the comments.

Thursday, April 1, 2010 - Research and Mood Board

Friday, April 2, 2010 - Doc update

Tuesday, April 6, 2010 - Gameplay Reiterated
                                    - Gameplay Flow

Friday, April 9, 2010 - Doc update

Tuesday, April 13, 2010 - Flowchart, flow, and sketches finalized

Thursday, April 15, 2010 - Level Blockins began

Friday, April 16, 2010 - Doc Update

survey test

I got my five test survey complete today. I am going to bring them with me to class today March 30, 2010.

A small conclusion

Reading over the research some of you have done and the testing results, I looks like the older crowd and the women seem to have trouble relating a reason for the different phases in our mechanics.  I think the lack of a more relevant paper prototype is the issue.  Regardless I think the mechanics of the game are solid, and that we should not be marketing our game to 30+ women!  The core philosophy of our game is closer to that niche market of the slapstick/gore/violence areas.

Monday, March 29, 2010

My Test Results

I decided to try my tests on the people that make up over 70% of the total casual market, 30+ Women. I had slightly mixed results, but all of them dissliked the idea of gore.


testResults.txt

Survey results

So last night at work during break I managed to get several tests out of the way for our game. Two of them I aimed at the younger crowd we were aiming for and the other three at my managers (which easily met the casual games target we're aiming for). The two younger folks found it pretty easy to pick up and play. The older group too found it difficult to understand right away. The older group found it confusing in general as to why there was the need to throw the die in a hat or some similar containing object (in my case, I used old soup cans since no one in my family are really hat people).

As far as the research goes, Sadly there still hasn't been any major breakthroughs as to what general audience enjoys gore in video games. However, I did take a trip to my local Blockbuster and asked several questions to customers that drifted to the video game sections. For instance an older looking woman walked through the games section, specifically checking out Xbox 360 and Nintendo DS titles. The woman ultimately picked up Professor Layton and The Diabolical Box on the DS. I asked her "Why would you rent this game over Gears of War 2 or Uncharted 2?" The woman's response was that Layton didn't rely on violence or gore to tell the story the game was trying to tell. Instead the game relied on a wide variety of puzzles that involved a simple control to solve be it touch and drag, write a number, etc. It didn't involve four different button presses just to change and reload your weapon while taking cover to aim and fire. Plus there was the unneeded amounts of gore that just wasn't needed.

Now when a group of high school students came through I posed the same question of why Gears of War 2 over Professor Layton. I got a completely different response this time. They liked Gears of War because of the killing sequences that they could initiate or the dismemberment. They also mentioned that there was a lot for the player to do over the course of the game. Then when it came to Layton, they said the game was okay but not great. They didn't like it because they weren't fighting anything and they never had the chance to kill anything during the course of the game.

Test Prototype Lionell

I've try to test our prototype with our old/current target market "19-25" and so interesting stuff came to the surface. The gamers I've tested from the school all seem to get it after one explanation, but when I test non gamers It took three to four times before they got it. I've tested 10 people, all of them are male college students ages 19-25, 8 was from Game Production and 2 was people I've meet at Subway. Either I need to test more or this is more of a complex game than we imagined.

Also, I searched the Quick selling point of our game, and through research I've determined that our game is not quick enough to add that selling point to our game. It has too many complicated rules. Because searching up the word quick in vigorous ways was too much for my tiny brain, I just played 50 something flash games and compared them to our game. Our game is that of the plants vs Zombies and World of Goo category; not the category of Robot Unicorn attack and Ski Runner.

Sorry

Sunday, March 28, 2010

Survey Questions

The survey questions have been up since yesterday morning on Box.net.... I didn't get any notifications of people editing or viewing... so I'm linking it here...


Survey and Test Results.webdoc

Slapstick is Fun!!!!

I tried to vind specific target markets for slapstick comedies, but had a hard time due to the nature of the beast. Read my research here...


ResearchForSlapstick.docx

Collection the word Perry looked for

Every time I looked for some sort of collecting game it gave me different items people collect like cards or action figures. I played some games on adult swim and I can see the huge difference we have just by the art style that would be used. I know we chose the younger generation but would we be able to have the sales we could have if we choose 30 year old women.

I know women like to have some fun quick game they could play while the baby is taking a nap. We could possibly have different antiques hidden on the level so they have something to collect. I know that women would be the bigger market because many of the casual gamers are women.

Target research on Nature

My target research on Nature is complete and posted on the team blog.
I have my five test survey,I do not have anyone that I can test for our game.
I want it complete before Tuesday. I will keep looking for people between the ages of 20 and 25 to test.

Nature

A wild primitive state of being the environment and the outdoors. Foods, herbs especially in its essential form untainted by humans, synthetic chemical influence.
The summary of everything that has to do with biological, chemical and physical universe. http://en.wiktionary.org/wiki/name

Why
Alberta Nature Trivia Game
Pick a level and play a game. Beginner,Intermediate,Advanced
Practice your identification skills. Sounds only,Images only,look and learn mode.
Game is over when you get 3 questions wrong.
http://talkaboutwildlife.ca/games/trivia/index.php

Who
Rainforest Adventure classic match 3 Game
Follow a path of puzzling fun though a vibrant rainforest in this colorful new challenge. Swap tropical game pices to matching groups of three or more and turn the board to gold n more than 120 brain bending levels. While new game pieces are falling into place. For all ages.
http://www.sheeparacade.com/download-games/classie-match-3-games/rainforest-adventure/

What
Nature Dome
Nature Dome is a unique dueling card game in which players pit the special talents and abilities of animals from around the world against each other. The weapons are nature's fury: tooth and claw, hide and bone, limb and tail. Scaled to human size, they are yours to control as you train in Nature Dome to fight against evil. Take turns attacking, defending and escaping as you score hits and diminish your oppenent's health points. The first player to knock their oppenent out wins the rounds. Nature Dome comes with 50 animal power cards, 5 attack boost cards for countless hours of fun for players of all ages. Created by Health Fogelman a former middle school teacher whose love for his two children and passion for games.
http://naturedomegame.com/index.php?option=com_content&task=view&id=19&Item=33

Saturday, March 27, 2010

Lance Target Market Research

I've been searching for a good 6+ hours for any connections between gore in casual games and women playing them. There hasn't been any revelations at all other than that women over 30 are the main audience for any casual games. The audience prefers simple games without the need of violence or gore as well.

What I have found usually pertains to younger male gamers playing the violent types of video games that we were originally aiming for. I will be continuing my research as long as it takes. In regards to the testing, I have managed to get one test done on my break last night at work. I hope to get another few in tomorrow when I go to work.

For the art style. I propose we return to the non gory, cutesy art style. If only to get closer to the audience.

Trevor Target Market Research

Since we have been issued a yellow light on our last presentation, we were all given words that we used in our presentation. With these words, we were to go and research them to help narrow our target market. I took the word casual, as we are attempting to make a casual game.

In my research, I found that a casual game must be suitable for all ages. However, a majority of casual players are women ages 30 and over. With that type of market, our game cannot have any gore or blood at all.

Also, a casual game must have a low difficulty level, positive fiction, and a low level of time investment to the game.

One thing that we have to remember in making our game is that we are NOT making the game for ourselves. I remember at an Interfaces conference, a speaker asked the audience if they would like to make the next Resident Evil game. With out a doubt, the audience said yes, and with much enthusiasm. The speaker then told that crowd that we would be making My Little Pony instead.

I say that we take to that advice to heart and make the My Little Pony game instead. We have to present our game at Interfaces, so I say we prove to the industry professionals that are willing to make a game for an audience, not ourselves.

I say that we leave out the gore aspect of our game, and make a game for all ages. We have a solid game mechanic. All we need to do is apply an art style that will appeal to a broad audience, and leave out all the gore and blood aspects. Let's keep our game with a cartoony art style, like what we have seen in Looney Toons, and Tom and Jerry. In both of those shows, no one got killed nor was there any blood.

Let's make this game appeal to women ages 30 and older. The reason I say that is because these these women most likely spend a lot of time with their kids, so they are not going to play a game with zombies or a game that has blood and violence.

All we need to do is take our game mechanic and add an art style to it that will appeal to women 30 and older.

I have posted a web document on box.net in a folder called Target market Research. I hope that helps better support my decision.

Artillery research

So far, I have been had little luck searching for the who, what, and why; but I will post what I have found so far.

The "Artillery game" genre is almost as old, if not older, than Pong; with rumors of ASCII Artillery games existing as far back as 1975. Many of the first successful games have gone on to be successful as both casual AND core games, such as Tetris and Pong.

most of the appeal of the artillery genre stems from the strategy around gaining the right angle of attack before your opponent, creating a chess-like experience that climaxes one player finds that "sweet spot" combination of angle and velocity. This causes the genre to appeal more to intellectual and analytical minds, rather than a specific age group.

here are some links I found that were at least semi-relevant.

http://iphone.maccreate.com/2010/01/25/exclusive-interview-with-epicforce-entertainment-iphone-app-developer-of-stone-wars/

http://freegamer.blogspot.com/2009/03/open-source-artillery-worms-clones.html

http://en.wikipedia.org/wiki/Artillery_game

Update on Target Market Homework

Hello All,

I have been looking for 3 hours and all the searches I found pointed to women and casual games. I didn't find any to our 16-25 age range. I have to get to work now. I won't have access to a computer until Monday, so I'll continue my search then.

I hope the rest of you have better luck than I did.

Example Target Market document

Hey guys, while researching my part of the target audience I came across this document

Target Audience Profile

The document in the link above is discussing a psychological horror movie and why certain groups would be their target market. It's pretty thorough I think.

This is for Phil!!!

Hey everyone, I am starting to do more research on casual games. This is for everyone, though this part I have pulled from a website is more for Phil's business plan area.

"How much does it cost to develop a casual game? Budgets for casual games downloaded on the internet typically range from 100,000 - 500,000 USD. Casual games can be updated to include other distribution platforms. According to the CGA's 2007 Market Report updating an online casual game for: iPod, mobile & PDA versions cost 20,000 USD, hotel room versions cost 10,000 USD, XBLA versions cost 230,000 USD and handheld versions cost 300,000 USD".

This information came from here: Casual Game Association

I suggest reading the entire thing as this might help everyone with their part.

Friday, March 26, 2010

Topic Research

I was just wondering if anyone has had any luck with their research yet?

I Saw Polar Bear Attack by Perry

I understand more about the cartoon art style from me playing some adult swim games. I will create some better looking stuff from seeing these images from other flash games out there. I'll continue doing my research given for our green light to continue on Tuesday.

SURVEY SAYS!!!!

The survey questions are up on Box!!!! Have fun.

Thursday, March 25, 2010

Greenlight Recap

Overall I think we did a good job. Everyone worked hard and it showed. The target market research will push us in the right direction. I also wanted to say great job to Trevor and Jacob for their work on the Design Doc and PowerPoint.

Quick info

All the design document versions have been uploaded to box.net. I also have posted the pictures from tonight up on box for everyone to view. Here is the link because I know that the link to it has most likely gotten lost with all the new blog post we have made. Web Gallery

Yellow Light!

So apparently we were one of the closest teams to getting a second green light on time but didn't quite make it. There were some notable issues with the presentation namely marketing (target market and research). However we are going to be prepared for the second attempt at getting a green light.

So for this weekend we all have several tasks. For me I need to research who likes gore, why they like gore, and what it is about gore they like. Also I intend to get several surveys taken care of as well as some test runs on several people that may reside in our target age range.

Team - Weekend Blog

Post findings On Blog For Weekend

Objective: Do our research hits our target market "16 - 25".

150 Words + Reference/link

Who is interested?
What are they interested in?
Why are they interested?


Cartoon - Jordon
Quick - Lionell
Casual - Trevor
Gore - Lance
Platform - Phil
War - Max
Nature - Todd
Slapstick - Jacob
Collection - Perry
Artillery - Paul

Also Test/Survay the qestions that jacob typed up.
5 people minium.

Add test test results and surveys to Box.net

game research

I plan on during a research on nature. I will post on Sunday.

Too Bad you Guys

We might have missed our green light but she gave us a chance to redeem our selves. Make sure you test the prototype so we could get on with our lives.

Good Luck

Lionell.

TimeLine PowerPoint L.Fisher

Every one I pu the timeline art on box.net. I would realy like to have feed back if possible.

Wednesday, March 24, 2010

Power Point is AMAZING!

So the power point presentation is done.  We can all go over it tomorrow to make sure we like it.  It consists of bulleted points for each section and a few pictures of squirrels I found online(websites ARE referenced).  There is a bit of concept art on it as well.

Trevor week 6

The group as a whole has done a lot of work contributing to the Design Document. There are some pieces that still need to be added to the official document. Our second greenlight is tomorrow, 3/25. Tomorrow is going to be a big day for all of us. It determines if we can continue with our current plan and process. A red light tomorrow will hurt us greatly, though I do not see that happening to us. We ARE Team Inside Voice! We WILL be victorious! Everyone WILL be excited, great, awesome, and ready! I do not want anyone to say that they are fine. You know what fine stands for? Freak out, Insecure, Neurotic, and Emotional. Well that is what they say in the Movie Italian Job, and our presentation will be as successful as their heist in the movie.

A few reminders for everyone:
1) If anyone has made any changes to their parts of the design document, PLEASE LET ME KNOW ASAP!!!

2) The dress code is as follows: White shirt, Tie, Black pants, Black Shoes, Black Socks.

3) If you don't have a class or any other pressing matters to attend to, please be in room 233.

4) In reference to number 3, THERE IS A 4:00PM MEETING IN 233!!!!!!!!!!!!!
4.1) In reference to number 3, THERE IS A 4:00PM MEETING IN 233!!!!!!!!!!!!!
4.2) In reference to number 3, THERE IS A 4:00PM MEETING IN 233!!!!!!!!!!!!!
4.3) In reference to number 3, THERE IS A 4:00PM MEETING IN 233!!!!!!!!!!!!!
4.4) In reference to number 3, THERE IS A 4:00PM MEETING IN 233!!!!!!!!!!!!!

5) During the meeting references in number 3 and 4, we should practice our presentation as many times as possible. We should also try to think of questions that we might be asked either during, or after our presentation.

6) If we are asked a question, and it is something that we have not discussed yet, just say "That is not something we have talked about yet". That way, or at least in my logic, we do sound professional, and do not have an "argument" during our presentation.

I'll leave it at that for now

Tuesday, March 23, 2010

Week 6 Update

Hello all,

All the business plans I found were to big for our scale. So I ended up scaling down considerably for the deadline. Look it over to see what you thoughts are.

Week 6 Blog by Perry

Today I was first confused with the game mechanics but I can see that you guys were right about keeping the objects for the next turn. I wouldn't want any people to get majorly frustrated. People like to have a chance to win or what's the point playing. I'm getting on the same page with the concept art style. I'm working on becoming better at the group project stuff so thank you guys for helping me staying focus on the prize. Let's move forward to advancing to the green light and passing it. Red light is no option we will make the green light as an team.

Green Light 2 presentations

Now that we're about ready we all need to practice our presentation (obviously). Now I know some of you are meeting up tomorrow, but due to means beyond my control (also known as my car, and work) I just won't be able to meet up with anyone to practice. That doesn't mean that I won't practice at home.

But I would like to request that we do a rehearsel of some sort an hour or more before the actual presentation so that it can be flawless.

Being unique and a friendly reminder

I have posted on box.net the document for how our game is unique. Also a friendly reminder:

Everyone please show up in room 233 at 4:00pm 3/24!
Everyone please show up in room 233 at 4:00pm 3/24!
Everyone please show up in room 233 at 4:00pm 3/24!
Everyone please show up in room 233 at 4:00pm 3/24!
Everyone please show up in room 233 at 4:00pm 3/24!
Everyone please show up in room 233 at 4:00pm 3/24!
Everyone please show up in room 233 at 4:00pm 3/24!
Everyone please show up in room 233 at 4:00pm 3/24!

During this meeting, I want to make sure that everyone is on the same page as there seems to be some confusion with parts of the design document. I also like to start manifesting the pieces of the document we have in to one file. Please comment blow if you are unable to make it to the meeting.

Monday, March 22, 2010

Play Modes Up!

I posted a few words on Box.com about the play modes.  I really need some more input from the rest of the group.  I think at least a paraghraph should be ok?

Sunday, March 21, 2010

Gameplay is now up

posted on the box.

I have highlighted points where I had to add something due to situations not discussed in class; most notably the defender's role during Phil's "Siege phase" idea, where I had no idea if we even discussed that.

Player Experiences section is now up

I've just completed a rough draft of my part of the design document. It's up on Box for you guys to edit. Let me know what you all think as well as any changes that I should make to it.



Player Experiences

Reminder!!!!

We also need a powerpoint presentation for the green light presentation.
Who's going to make throw that together?

green light 2 scope document

The second scope document for our squirrel wars game is posted. On box dot com. I had a problem posting the first scope document. I replace it with the second scope document.

Saturday, March 20, 2010

Persona and Target Market

Here is the completed persona's with a target market scenario.


Persona and Target Market.webdoc

The week ahead

On Thursday, 3/18/10, our group finalized the mechanics for our game. Everyone was required to before class to come up with on new mechanic that we could add to our game. Paul and Max were able to append a tie break rule to our first rule. Most of the other ideas that the group came up with were too complicated to add to the paper prototype, but we are keeping track of them so if we need to add something to our digital game, we can dig up these ideas.

Our Design Document is due this upcoming thursday, 3/25/10. I had told everyone what parts are needed in the design document, and everyone took the parts that they wanted. Everyone agreed to have their part done by this Tuesday, 3/23/10. This way we can go over the design document, check for spelling and grammar, make sure the the document is set up in order, and hopefully practice for our presentation on Thursday.

The target market research is almost done. I am just hoping that I have done the research right. For anyone who has taken User Interface, I am using the notes I took from that class and the slides Kim gave us as my basis. I plan to have that done by the end of today and how our game is unique.

Thursday, March 18, 2010

Lance: Progress report

So now we have defined roles for the design document which can be viewed on the blog and box.net as well. For my role I'm going to be detailing the types of experiences that we want the player to feel as he plays our game, as well as the feelings that they take away. There will be multiple iterations that I'll keep posting on the blog until next Tuesday. Also, now that we have settled on our games final set of mechanics, there is another piece I'll finally be able to complete.

This other piece is pretty much a comparison between our current paper prototype and our digital prototype. This will be a fairly easy task as well. Of course I'll make sure that I get it proof read by the rest of the team.

Also, I would like to congratulate Trevor for pretty much taking on the role of team leader.

Blog for week 5 by Perry

Today in class we were give different roles for us creating our game design document. Its due next Thursday in order for us getting the next green light. I'm going to work on the characters. This is going to be fun finally I get to create some unique characters for our game. Our characters should have some nice details to them. I will also be sketching a few concepts for them for our PowerPoint.

Design Document

The team talk about the design document that is do on Tuesday this week.
Trevor assign roles for each team member. Story jordan Gameplay Paul Market Trevor.
Scope Todd Experience Lance Play modes Max. Characters Perry Timeline with milestone Lionell. role roster Lionell business plan Phil. Prototype Lionell Jacob.

The title name is Squirrel wars.
Genre action

Design Doc Roles

Title - Squirrel wars (working title)

Genre - Action/Side Scroll

Story - Jordon

Gameplay - Paul

Market - Trevor

Competition - Jacob

How is Game Unique - Trevor

Scope - Todd

Experience - Lance

Play Modes - Max

Charcater - Perry
Who
How Many

Timeline w/ milestones - Lionell

Role Roster - Lionell

Business Plan - Phil

Prototype - Lionell/Jacob

4:00pm meeting 3/18/10

Trevor, Max, Lance, Paul, Perry, Phil met at 4:00pm today to discuss a new or revised mechanic for our game. The ideas have been posted to the gallery and they are the last 12 pictures in the set. Take a look at them to get an idea of what we discussed.

As for the target market research, we really need to determine before class is over tonight whether we are going to do a destructive or constructive game. Depending on what we choose to go with will drastically determine the target market we are aiming for.

I do not want to spend a long time on which target market we are going to aim for because we really need to divide up who is doing what part of the design document.

Lance's mechanic revision

Due to my absence on Tuesday I didn't have a partner for the revised game mechanic. However I do have a new idea for the game. Lumberjacks are deforesting the area your squirrel clan lives. The player's goal is to collect a set amount of resources and get back to the tree cannon. Once the task is complete the player fires the cannon at the lumberjacks. Three shots will get the lumberjacks to leave the forest alone. However, if the player does not defeat the lumberjacks in a set time frame, their tree will be destroyed along with the rest of the forest, and the squirrels will have to find a new home.

Now this strays away from the strategy gameplay. However, the collecting mechanic is still there and actually makes the collectibles useful. Most other platformer titles usually make the pickups near pointless (the four hundred different item types in Donkey Kong 64). Instead the player has to find enough acorns or nuts, or whatever item we choose so they can fight against the lumber jacks. Let me know what you all think in the comments!

Ideas for Game by Perry

If we create a game for woman lets use jewelry boxes. Have them gather different items to play into the box. Diamonds , earrings, and rings. The squirrels could be trying to gather unique items for their banks. The first to collect 5 items will win.

Paul and Max - mechanic iteration

starting from the prototype we had Tuesday night, we propose the following alterations:

on the resource fight roll, if the loosing player looses with a roll of 4 or 5, (meaning the winner rolled a 5 or 6) the loser has the opportunity to redeem themselves for the round by stealing the ammo back from the winner.
to steal back a resource, players must play "Paper Scissors Rock" if the challenging player wins, they receive the resource; otherwise, if they tie or loose again, they failed their stealing attempt.


we also came up with a second idea, and it was made slightly with the stealing mechanic in mind:

When the player is aiming their cannon, there are now 3 (or 2) special targets on the enemy tree that provide temporary debuffs when hit:
Barracks: for the next 3 gathering turns, enemy rolls are worth one less (4 = 3 , 6 = 5, ect)
The Cannon: enemy looses one ammo resource, if they have any
Armory: for the next 3 turns, all stealing attempts are automatically successful (stealing rules must be in place for this target to exist)


and there you have it.

Homework form Tuesday

Hello All,

I didn't have a partner to discuss new mechanics with on Wednesday due to my work schedule. But I did think of an idea.

What if instead of destroying the tree, we make it the level. The squirrel squads would battle for control of the tree and resources for the upcoming winter. The cannon would be used to knock the enemy squads nest out of the tree. I wrote down random ideas from our class discussions, and someone suggested using platforms or terrain. We could use the branches and tree limbs to climb up and down the tree. We could use random spawn points for the resources to make it far for all teams. The goal is to climb to the top of the tree and gain the food for surviving the coming winter.

That's all I have for now, see you all at 4:00pm.

Wednesday, March 17, 2010

TEAM MEETING

Everyone please show up to class in room 233 at 4:00pm 3/18 to go over all the new mechanics posted here.

Everyone please show up to class at in room 233 4:00pm 3/18 to go over all the new mechanics posted here.

Everyone please show up to class at in room 233 4:00pm 3/18 to go over all the new mechanics posted here.

Everyone please show up to class at in room 233 4:00pm 3/18 to go over all the new mechanics posted here.

Everyone please show up to class at in room 233 4:00pm 3/18 to go over all the new mechanics posted here.

Everyone please show up to class at in room 233 4:00pm 3/18 to go over all the new mechanics posted here.

Everyone please show up to class at in room 233 4:00pm 3/18 to go over all the new mechanics posted here.

Everyone please show up to class at in room 233 4:00pm 3/18 to go over all the new mechanics posted here.

New Mechanic Idea. Jacob and Trevor

We have changed the theme of the game to make it non-destructive. We have to collect apple seeds and shoot them to convert the cherry tree to an apple tree.

The mechanic we added was probability and a shorter game. The player has to roll the die six times. On even rolls the player would load his own tree cannon. On odd rolls, the player loads the enemy cannon. This simulates the change to pick up two different seed types.

New Mechanic Lionell,Jacob

The them is going green. Collect resources to fire your seed cannon that will plant trees in side of cities, towns, buildings, ects. The player has 60 seconds to collect resource and bring them back to the tree; the more resources you collect without dumping them in the tree the slower the squirrel will move.

The 60 seconds represents the cities rapid growth.

To paper prototype this mechanic we used a stop watch, a hat, a die, and balled up pieces of paper. The player has to roll the die to get to 10, then the player shoots the paper ball into the hat. If the player makes the shot its one hit (Three hits and the player wins). If the stop watch has stopped before the three hits the player loses.

This label is for HOMEWORK

What we did Tuesday "Lionell"

Because our game was too difficult, we attempted to simplify it.

Now for testing resource gathering and cannon fire, we decided to have both players role 1 die each the player with the highest role will collect the resource.

If a player has gathered two resources that player will have a chance to throw the die inside of a hat. If the player makes it their opponents tree will be hit; if they miss their resources are used up and they resume collecting more.

When a player receives three hits to their tree that player lose.

This is great in all, but what happened to the attacks and defenders, are we going to strip them from the game or are we going to revamp the on Thursday.

Tuesday, March 16, 2010

Tuesday Blog for Perry

Today we made alot of changes to our game but its for the better. We need to realize that were not making the game for ourselves. Me personally I want to create any game that we come with but I'm thinking more about the product that will sell. In the future making games for people like us would be a nice goal but I want to be able to make money and an good product for our company. I know I talk about women alot but give me an chance to get some ideas out. Feeling a little frustrated because my voice sometimes is overlooked because over reputation. I do like the new thing with the game just not having the trees being destroyed the main focus.

Sunday, March 14, 2010

JoPhilli's Detailed Prototype Recap

Alright, so here's what I remember from Thursday night:

In terms of our raw prototype, the gameplay goes as follows:

Mechanics:
Gathering items, in this case we are speaking of one resource which is yet to be defined. I think we are just calling it Food for now.
The other mechanic we are working on is Attacking/Defending which relies on the Gather mechanic to be successful.

Goal:
Destroy the opposing Tree.

Rules:

Each Tree has 3 Life Points (Branches)

When an Attacker reaches a Tree, it receives one damage token.

When 20 Food resources are accrued, the Nut Cannon is fired and any remaining resources spill over toward the next shot.

When a Nut Cannon is fired, the opposing Tree receives one damage token.

When a player's Tree has received 3 damage tokens, they lose the game.

Attacker units must roll more than twice as high as the Defender units in combat in order to win. E.G.: Defender rolls 2, Attacker MUST roll a 5 or 6. In the event of a tie, for example if the Attacker rolled a 4, then there will be an extra tie-breaking round where simply the highest roll wins (no multipliers.)

Example of a tie round:
Defender rolls 3. Attacker rolls a 6 (the highest possible roll) and the result is a tie. Then, the Defender rolls a 4 and the Attacker rolls a 5. Attacker wins the round.

Game flow:

Two players roll dice to see who starts the game.
Each player is in control of a Tree which they must defend.

First Phase (Gather):
A 6-sided die is rolled, the number is then recorded and added to that player's current resource pile.

Second Phase (Attack):
The player whom is taking their turn is automatically the Attacker. The other player is the Defender.
Example:
Player 1 rolls their Attack die and gets a 5. Player 2 is the Defender and rolls a 3, which is multiplied by 2 and becomes a 6. Player 2 has successfully defended and it is now their turn.

Change of turns:
When a player's Attack phase is over (they attack only once,) it is the other player's turn and they commence their Gather Phase.

Again, when a player reaches 20 or more resources their cannon fires, the other tree takes damage. When a player's tree takes 3 damage, they lose. Simple!

I believe that is all for now!

Sunday's Game Recap from Perry

The game we worked on thursday has a mechanic for destroying the opponents homebase.

1st Roll dice the high the number the more supplies
The pieces used in game cost 2 for Attacker
cost 3 for Defender
You have the option of holding some of your points for the future turns.

Place either attacker or defender in front of base/tree and to protect tree from the opponents
Continue rolling dice until one player's tree is destroyed.

Both players need to roll when a battle is encountered. The player that is attacking the defender piece needs to roll twice the value of it or the defender successfully protects itself. If two attackers encounter each other they'll both disappear from the battlefield. So once you remove all the pieces from the front of the tree you'll begin taking points from it becoming closer to winning this game. Defeat the tree 3 times will make you the victor.

Recap on paper prototype..

Just to recap on what the team ended with on Thursday. Working title "Squirrel Wars" in its paper prototype; fifth iteration. A game of two players, opposing squirrel armies aim to destroy each others tree bases and collect resources to fund the primary cannon and conscript attackers, defenders, and resource gatherers.

Step 1: Players roll to see who goes first.

Step 2: Player going first makes a resource roll and the score is recorded.

Step 3: Same player makes an attack roll.

Step 4: Defending player makes a defense roll.

(A successful attack on the enemy base requires a roll of two higher than the defender to score a hit on the base, apply a damage counter if attack succeeds.)

Step 5: The round is over and the other player starts "Step 1."

(Players may fire the base cannon when 20 resource units are gathered, defender cannot defend the shot and a damage marker is placed on his/her base)

(The game is over when a player inflicts 3 damages on the main base of the opposing player)

Look it's yet another mechanic recap!

After a good amount of time was spent deliberating on what our game mechanic will be as well as our rule set. So now you get to read about our mechanic for the umpteenth time!

Mechanic: Our mechanic in one word is to gather. What you're gathering is food for your squirrel army. Not only that but you want to gather enough food (20 pieces) to fire your tree cannon at the opposing tree thus damaging it. Now there are a few rules or processes that you have to go through.

First of all right now all gameplay moves are determined by the roll of a die or two. First both players have to roll to see who gets first move, highest wins. Once this is determined the player who gets to go first will throw one die and that determines how many resources they get at the beginning of their turn, with a max of 6. The player can spend those resources any way they want, or save them. They have two unit choices as of right now, the attacker, and the defender. Attackers cost two resource units while defenders cost three resource units.

Once the player has finished setting up their units they now have an option to battle, depending on if they sent out attack units. Here's where things get a little complicated.Attackers automatically kill each other. But if Player 1 has an attacker and Player 2 has a defender then they both role a die each. The attacker has to roll double what the defense rolled to at least tie. More if they want to succeed. In the event of a tie the players will then throw for highest number and that will continue in the event of more ties. If the attacker wins they proceed to damage the tree one of three times. If the attacker fails then the attacker is removed from the game.

Now if the player manages to gather 20 resources then they can fire the tree cannon. The tree cannon passes all enemies on the ground and automatically damages the enemy tree for one. If a tree takes three hits then that player loses.

There is a good chance that there will be more content added to the game in the long run but for now that's where our current iteration stands.

recap our game mechanic by Todd Ivey Sr.

The two players collect resources nuts for food.
The game starts out with dice rolling each player roll the dice one time.
The highest score an example is six The player with that number gather six nuts.

The players roll the dice again to see who will attack and defend. The player with the highest score is the attacker the low score is the defender. The attacker will
attack his enemy's tree. The defender will try to stop the attacker.

The player will repeat the dice rolling and keep until the enemy's tree is destroyed.
The winner is the player that destroy the tree.

Saturday, March 13, 2010

Future Ideas Going Foward

Hello All,

I have some suggestions going forward that we as a team need to consider.

Task Assigning Format-Who does what and how long it takes to accomplish and when its done. The list will be dated and visible for all team members and Kim to view at anytime. This will keep everyone on task and will be a visible sign if someone needs help with anything.

Think Tank-Ideas for improvement after we have working prototype. The last Team Project class had issues of things being introduced before the previous ideas were finished. If to many things are done at once, nothing will be finished.

Back-up File System-The digital prototype and all documents on a hard drive or flash drive. This is in case of any system crashing or overriding over a good version with a bad version of the game.

That's all I have for right now. Anything other ideas are welcome. I want to be proud of our product and be able to show it to future employers. All of us should share that goal.

Game Mechanic Recap

Hello All,

To review,this is what I took away from our prototype test on Thursday.
There are minimum two players to start the game. A roll of a six-sided dice is determined to see who starts first. The winning party then rolls again for resources. The roll is documented on paper. The goal is to get to twenty to destroy the tree. Once resources are decided, then the winning party rolls to attack the opponents tree. The attack must double the roll of the defender to be successful. When that round is over, the defender is now the attacker and must roll for resources to start attacking the defenders tree. This continues until the opposition's tree is destroyed.

Paper.... GIMMIE THAT PAPER!!!

I'll try to keep it simple, because in my experience, I ramble and make things more confusing then they need to be.

There are two teams; each team has a tree with 3 "branches".

The game takes place in rounds. Only one team attacks in each round. And the attacking team gets to roll for "resources".

Before the game starts, both teams roll a die, and high number goes first.

The rounds go as follows

Roll 1:
The attacking team rolls for their resources. Resources are cumulative, and upon reaching 20, that team can fire their super awesome fun cannon of boomy goodness. Instantly breaking one of the 3 branches on the other team’s tree. When the cannon is fired, the 20 resources disappear.

After the resource roll, the game enters the combat phase.

Roll 2:
The defending team rolls, and their roll represents how many defenders they have that round.

Roll 3:
The attacking team rolls and attempts to get more then DOUBLE the defender's roll. It takes 2 attackers to kill one defender, hence the necessity to DOUBLE the other team's roll. If the attackers more then double the defender's roll, then the attackers move on and break a branch on the tree.
In the case of an exact double, the team enters the "high roll" contest. And the high roll wins. If the attackers win, they break a branch... If the defenders win, they successfully push the attackers back.

After the 3rd roll, the teams switch, and the defending team becomes the attacking team.

The game ends when one team breaks all 3 branchs off the other teams' tree.

Friday, March 12, 2010

Lionell Mechanics post

the game seems solid. to recap, we used 2 dice for the player and enemy to know two things; one how much resources will the the individual collect; two to check if the attacker can get through the defence so it can hit the tree. The reason we role for resource is to fire the mega cannon; twenty resources is needed for that. By my understanding, the side who roles for attack has to be double the role for the defence. If the attack is successful the tree will be hit, 3 total hits from both the cannon and attack will lead to the defeat of either side.

Game Mechanic Overview

I am going to do this in a list style for the mechanic and rules for our game. I hope to make this as clear as possible.

Objective: Gather 20 or more resources to shoot your cannon at the opposing tree.

Rounds works like this:
1) Roll to determine who will attack first. Highest roll wins. This rule only applies to round one.
2) Roll to determine how many resources your collect.
3) Roll to attack or defend.

Gather resources: Roll to determine how many resources you collect.

Attacking: You need to roll more than double the defense roll to win the round.

Defending: The higher the roll, the better. A successful defense wins the round.

Stalemate: A stalemate occurs when the attacker rolls double the defenders roll (i.e. 2 attacker=1 defender. Re-roll, and the highest roll wins.

Shooting the Cannon: Deduct 20 resources to shoot your cannon.

Winning: Shooting the other opposing tree 3 times wins the game.

I had my brother review the rules and he seems to understand them. I had him repeat the rules back to me without looking at them and he had them pretty well memorized. Since I have to do target market research, This is a good basis for me to start with.

One last thing, all the images from 3/11/10 have been uploaded to the image gallery. I will save everyone the trouble of finding the link in an older post, so here it is. Team Project One Image Gallery

Courtesy of Kim... For the Programmers

Naming Conventions and etc...

Best Practices and etc...

Actionscript Devnet

Thursday, March 11, 2010

CRAZY NUT THROWING SQUIRRELS!

Thursday night we had a SUPER FUN time trying to iterate the prototype. I won’t recap here; I'll do that closer to Sunday. HOWEVER! I did have my fiancée play the game and she was so confused so quickly, I had to re-explain it several times. I know we all loved it, it started getting really fun, and we'd like to play it more, but WE were also the creators, and WE were the ones making the rules.

I got 2 things out of this. With that basic idea, we need a much clearer pitch that will convey EVERYTHING without getting wordy and confusing. Secondly, NEVER TRUST THE GROUP for game play testing. Kristen might not be our "target audience" but she isn’t far off from the casual gamer.

Good work today everyone, we had a good week so far.

Role on the team by Todd Ivey Sr.

My job is programmer I will work with the lead programmer Paul. I will be working on the code bible. Which is writing the game code that the team can read.

Lance Progress Update for Week 4

So it seems that the group has finally settled on mechanics and rules for at least the paper prototype. Several iterations have been made with new rules being added, and others being removed. We've even set up roles for each member of the team. My job over the next several weeks is to work as one of the level designers. Over the next week or so I'll be working on several concepts for things like the tutorial levels. Not only that I'll also be creating several levels that are a little more advanced so that the player may see some challenge as they play the game.

So far my goals for the next week of class include research, concept work, and make sure that I myself fully understand and comprehend the games mechanics and it's rules that we've set forth. As far as the research goes that includes environmental research by locating images found on the internet and just walking around my neighborhood and getting various snapshots to help with inspiration for the level designs. Also I need to get notes gathered together comparing the final build we're aiming for and what we currently have right now. Overall the main goal we're all aiming for is to get a complete design document finished and polished for our second greenlight.

Perry as an Concept Artist

Today we chose our different jobs for our group and I was given a concept artist spot. But before all of this we were testing out the different mechanics we would be using for our game. We went through different rules and versions of how our game could work and mapped out the different milestones we need to have done before the end of this term.

Lance's tentative job set.

So today we have picked roles that we would each like to possibly do for the duration of the squirrel game.
Each of us have chosen a primary role, and a secondary role. For my primary role I would like to work on level design. This would entail making the levels that the player has to go through in order to complete the game, obviously. My second role I wouldn't mind taking care of would be to work on programming. However, these roles are only tentative and are subject to possible change. Which I'm sure that it will change before the end of the night.

week 4 blog perry

What kind of things were accomplished for the 4th week of class? Tuesday we came up with some idea's for adding to our game we were given. We were given notes to go over to better understanding the goals of this class. Our group began to come closer together with the different ideas or direction our game is going to go.

Wednesday, March 10, 2010

Photo Gallery

I have set up a gallery for us all to view. Here is the link Team Project One Gallery. Every night that we draw something on the board, I will take pictures of it and post them to this area. Any time you view this site, the most recent photos will show up at the end (to keep them in order by the date taken). If you guys want to upload pictures to this (keep it clean people), shoot me an email with the images so I can append them to the gallery.

Reiterating what Jacob said in his post, we do need to have milestones, team roles, and documentation done done by the end of class Thursday 3/11/10. I think it be best to set team roles FIRST, then work on setting milestones because then we can get an idea for who needs to what by when. Also, we need a team leader and to figure out how we are going to do the documentation.

Here is my plan of action for tomorrow. Please feel free to comment.
1) Assign roles - pick a primary role that you are going to do from now on. Also pick a secondary role so that you can contribute to the game progress if you are waiting on stuff.

2) Determine Milestones based on team member roles.

3) Assign portions of the documentation - this is so that if someone is waiting on another persons stuff, (knowing that we should scrum instead) we can work on documenting everything.

Scope, I think at least, is not something that can really be "taught" per say, but learned through experience. I am going to take a stab at this, but I think the scope for this term is to have the game at least functioning with programmer art. In my mind, a game needs to function first before we can start adding the art.

One last thing. The milestone part is a little confusing to me. Correct me if I am wrong, the milestone list is everything that needs to be done this term? Or just to the next Green light? I think that the milestone list for now should be up to the green light because if we do not get a green light at the next presentation, then it can really mess us up in the long run. I think that we should make a milestone list up to the green light. Then if we get the go ahead after our presentation, we then make a list of milestones for the next term.

Tuesday, March 9, 2010

Tuesday Night!

Tuesday Night
Ok, so we all know what happened Tuesday night, we got out squirrel game, and tried to break it down. Trevor has the pictures of what we brainstormed, and I'm sure they'll be up here soon.

Thursday's Tasks
What I wanted to address here are the actual assignments that are due on Thursday. Now I have to admit that I don’t have written down all the things that Kim wants for Thursday, but I know that we DIDNT decide on who was doing all of them. If you wrote down the tasks please comment them here.

Prototype
So I decided to take on the paper prototype's creation. It’s super simple, and won’t take very long to finish, but I did want to try to push it further before Thursday. Since we have the prototype to test the "gathering" aspect of the game, I think the next mechanic we test should be either "attacking" or "defending". ONLY BASIC RULES at this point, try to keep it simple.

I was thinking that we could use the "gathering" prototype and slightly modify it to have your dice rolls amount to how many attackers you have VS. How many attackers the enemy has. Highest number wins. Simple enough. Re-roll in case of ties.

For defenders, we could do it quite similarly, but instead of defenders vs. defenders, we could say "dice roll = numbers of defenders you have. Enemy dice roll = number of attackers enemy has. And it takes 2 attackers to kill 1 defender." The player's goal for this prototype would be to stay alive for as long as possible (this one I feel needs to be kicked around much more though, it seems too easy to potentially live forever).

The OTHER Papers
The rest of the assignments, I believe, were milestones, team roles, and a document of some sort (I don’t remember the exact details). I think we all need to sit down and talk about the milestones, because I'm terrible with scope, and I think we all need to have a say in how much we are biting off at once. For the team roles, we ALSO need to sit down and talk, because I would prefer NOT to program, but I will if I must. And I won’t know what kind of balance we have if one person simply starts dishing out the rolls.

Contact
I am super easy to get in touch with. If anyone wants to ask me something, check in on me, or simply tell me about your new scooter, email or text me (JB_faceless@yahoo.com or 248-228-0045) I don't answer phone calls very often so texting or emailing is best. I will try to keep posts up on the blog here as best I can, but sometimes it’s easier to get the instant feedback.

Trevor 3/9/10

Today we have gotten our official game that we will be making for then next two terms. We will be assigning roles for our group as well as making a paper prototype, writing a design document, and setting our milestones for the upcoming weeks.

This process is new to all of us. Many of us really just like to start working on stuff and not think through the process of what really goes in to a game. I myself am guilty of this. It is very difficult to have to think of how to make the game fun for other people and not ourselves.

Tonight we hashed away at ideas to make the original pitch better and refine it more. Once we got our main mechanic and goal down, we had to come up with a list of rules. From that we have to get our target market defined. This is going to be one long process. The nice thing about doing this through all the steps is that we get first hand experience of what really goes in to making an original game idea and how hard it is to make it fun and interesting.

week 3

writing by Todd Ivey Sr.

Our game Demolition Derby 2010. Is a fun game it has several game modes the player can choose from. I like the Drag race mode. You complete in a drag race you have to prevent your car from being destroyed. The player who has the least amount of damage and the fastest time will win.

The change I will make in our game is the age range from 15 to 2o. Will be 18 to 22.

Week 4

written by Todd Ivey Sr.

How you deal with problems that came up? I work by my self to fix problems. I check online for answers and use books. I ask my team for help only a few times. Because I wanted my team to know that I can work alone.

How the game was developed what stages. The team came together and everyone shared their ideas for the game. We are in the beginning the stage in our game.

Saturday, March 6, 2010

Lionell: Green light 1

We lacked enthusiasm for our game. Like Kim said in class "the fact that we can get excited from our own idea is better" (or something like that). Our game seems doable, but our pitch was weak cocky like we've already won. (sorry Jacob).

But more importantly, what ever game she decides for us to do I hope she dose not split us up into smaller groups. I would rather work in a large group than a smaller one.

Friday, March 5, 2010

Trevor greenlight post mortem.

For my first time doing a presentation at this level was a little nerve racking but it was fun to pitch and original idea. i can honestly say that i had a lot more i wanted to say and had everything in my head that i wanted to say, but as soon as i started talking, everything decided that it was going to run for the hills.

I am really bough in to Phil's and my game idea. However, there are some aspect of the concept document that do need to be changed. Our target market for one and how the player wins for another. I will say that our target market can be scaled down to the maybe the ages of 6-10. The reason i have cut it back to this is that in elementary school, kids like to go out and play tag. Now if we completely remove the whole burn the tree and Molotov idea, and just make it a basic 3D multiplayer snowball fight. We would keep the scoring system so that players would get points based on how many times that they hit another player on the opposing team. We could even up the age a bit to allow the players to build snow cannons to destroy forts of that liking. This age range would be 13-19.

Now based on how much time we have, I think the scope, or what we can have completed in 16 weeks, for the project would be to have a small and mid-sized map for playing, a fort, cannon, throwing instead of shooting in torque, character concepts that fit the player age range, a place to stock up on snow balls or even an animation that shows the player picking up snow balls wherever, psudo code, and places for the player to hide (being a tree or small snow mound). could be accomplished with a 10 man team.

I hope i covered all the area's that Kim mentioned that needed to be adjusted and hope that this project will be chosen to do.

I am really bought by Phil's and my idea and i really want to work on this project. But whatever game Kim chooses for us to do, i will put all my effort in to making the chosen game successful.

I am going to state this hear and now. While yes I am okay programmer, I really want to do Texturing and Lighting for a change. I see all this pretty art being made and i need to find the better artist inside me.

For the Sake of Jake the Snake

I disappointed myself. I typically feel quite comfortable in front of people, and have no problem trying to convince people that my ideas are better then their own. Last night I was slightly nervous, and it was because I didn't feel as though I did my part well enough. Lionell said he wanted to do the document, and I let him without trying to get super involved. When we presented, I felt that I should have made a Power Point, and I felt like I was too jumbled. I was all over the place.

I was more excited by other people's pitches then I was by my own. And I think it showed. I feel our concept was strong and fun, but may need to be scaled back a bit. I have no concept of scope apparently, and I need to work on that. I talked to Jordan last night and we were going over the different presentations and talking about the different concepts. In regards to my own, I think we might need to cut out the debris and the geese. The game would be complicated enough with JUST the drag and grab nodes, and then the level can become a strategic climber type level. Maybe in future versions we could add more, but for now the concept would need to be boiled down to a "click and drag, but don’t over reach" type game.

Thursday, March 4, 2010

Postmortdum greenlight#blog 1

I thought we had a good idea for a game but for us to create it by ourselves would take alot longer than 20 weeks. I know I should have done a PowerPoint with more details for our game I learned my lesson for our next green light project. As an group member I will do my best taking my ego out as an individual and become the ultimate team player. Just let's communicate and be on the same game so we can create an working game for interfaces.

Phil Hodo Postmortem

Hello all,

I think for our first time of creating original ideas for games we all done pretty well. For the most part I think we can all work well as a team and get a solid portfolio piece going for all of us.

Good class today and I will see you all in the halls or on Tuesday.

Phil

Lance's Post Mortem for first Green Light presentations

Over the past week or so Perry, Todd, and I have developed a concept document for a demolition derby type game. Of course we had to present our ideas to the rest of the class which I want to focus on. While I like the idea in a way, I also disliked it. The fact that the game would be a game featuring tons of destruction and a good amount of customizability, I think that we lost sight of what we should do as we turned it into something that would need the same schedule as a major game release.

The problem is, is that we focused on having multiple game modes and not just the one mechanic that we needed to focus on. The presentation I feel went great up until one specific moment. Once Perry mentioned that our game was going to be completely original, I immediately realized that A) Perry didn't really research anything, and B) He pretty much sunk our ship with that claim. I had mentioned before actually demoing our prototype that our competitors would include games such as Burnout and Need for Speed. Those games both feature lots of damage and similar gameplay modes as our titles.

I also wanted to mention that Todd could've spoken up more, for the most part I felt like I was the only one actually trying to sell the game. Not to drag the two of them down, but that's how I felt for the most part delivering our presentation. If I could redo the presentation, I would definitely pull them to some little area and actually practice our presentation. Another thing that I would deal with so that we aren't making something too complicated is that I would have remove the unnecessary elements we didn't need completely. For instance we mention that there would be classic Demolition Derby gameplay or drag racing. Those weren't the main elements of our game at all as they didn't involve the catapulting mechanic we were working with. We should have just left it at the passenger toss and car flinging challenges and be done with it.

Overall I think we aimed too high for the amount of time and resources we do have. I would actually love to give this idea a shot eventually but not with our current skill set as it wouldn't be what I would like to revisit it sometime down the road as a little challenge to myself.