Sunday 8 February 2015

SFX

This is the background music used for my game prototype.


The sound for the drum beats.
https://www.freesound.org/people/DWSD/sounds/191634/

The sound for swordclashing.
http://www.freesound.org/people/jobro/sounds/74833/

The sound for the beats.
http://www.freesound.org/people/primordiality/sounds/78823/
http://www.freesound.org/people/primordiality/sounds/78825/

Change to one sided

I have changed the game UI in the last minute as it consume more time if I want to develop the prototype that enemies comes in in two ways.

I have to code again on the attributes of the units. Therefore, I have changed the tower to one side and the enemies will be coming in from the left.

Here's the screenshot:



Thursday 5 February 2015

Technical issue 3

After finish animating most of the characters and feedback, I start to refine my codes on the prototype.

What I have done:

Timer count down
Remove resources
Beats
SFX input

Problem I have faced:

Combo
Summoning different units and attacking each other differently
Randomizing
Adding resources have bug
Cool down on buff duration

After the last session with my specialist. It is for the last time he helped me to solve most of the bug that I couldn't solve. He also suggested that I should at least create a finished game, which has a start and end of the game.

Also showing the buff effects and resource feedback as they are very important indicator to create a better UX for users.

Lastly, make more animation to make the game more lively rather than a stable still game.

Here's some of the evidence of the tutorial session with my specialist:





Thursday 29 January 2015

User testing 2

After coming back from the study break, I have did a user test on industry peoples, Stuart Godwin and Benedict Tan.

Feedback on Stuart is he encourage me to put on some social media element to further advertise the game. He believes that using social media platform can further generate audience for the game. He also likes the graphic that I have designed. Unfortunately I could not deliver the full game cycle but he believe if the game prototype is to be publish it will be able to gather positive reviews. He also reminds me of the timeline left for me to develop the game prototype as there are still a lot of things to be done.

While Benedict he stated that the game graphic is good however without a full game cycle it is difficult to judge on the outcome of the game. However he is looking forward on the final artefact that I will be producing for the graduation exhibition.

User testing


The main testing I'm doing is the interactivity of the button, I've observe how user plays with the game. I realised they did not notice the summoning button as a button. And also from the feedback they stated, the game is rather challenging than annoying. 

Positive feedback are on the graphic of the game. Most of the user like the graphic I've designed. However, I failed to provide a full game cycle to the user therefore there are some minor part I still couldn't identify.

Wednesday 14 January 2015

Character design 2

More sketches on characters, the stronger units, fly units and stronger enemy.







The digitized version:







Saturday 10 January 2015

Title design

The name of the game is inspired from the movie Thor. He looks a bit viking-ish and he is an Asgardian.

Therefore my title name is inspired from the word Asgardian, using "tap" as the game requires to tap on the mobile platform to play the rhythm mixing with the word Asgardian and therefore "Tapperadian".