Friday, November 13, 2015

DECO2300 Digital Prototyping Course Reflection

This is my first semester in University of Queensland, therefore this course will definitely be the first batch of course I took in here. The reason that I took this course is because I think that this course will be a fun and interesting course that gives me an opportunity to learn how to develop a game which I have not done any thing similar like this before back in my own country.

After a fews month the semester is come to an end, this course did taught me a lot of stuff which include what/where/when/how to make an prototype, also how to develop a game using ActionScript3 by Flash. It also gave me a platform to shows my video editing skills and sound editing skills to the others, which is one of my hobby.

Along the course, although there are really tons of stuff to work on such as blog post, video, prototype, documentation, contact class's exercise, other coursework and else. And it usually used up all my time(even sleeping time) to finish up the work. But it still make me felt worthy when we are able to finish the project and give joy to others while playing the games. And it is so proud to get things done.

On the other hand, some times does having some problem on implementing idea into code, especially when I have no ActionScript background to develop game. The tutorial class really give a big boost to me which having good tutor and they are able to clear the rainy cloud when I am having doubt on what I am doing.

Last but not least, having a taste of MakeyMakey. I saw this technology few years ago but I didn't even think of I have a chance to play it. By the time I knew that we are using this technology to come out our own physical controller in this course, I am so exciting that I do really have a chance to play it like how others play it in the video!! Then, I found out that the device are very cheap and I might want to buy one of these and play with it in the future as well.

So, Thank you for support me to done this course!! See you next semester!!

Monday, November 9, 2015

Interactive Prototype 3 - Testing and Evaluation

According to the testing approach that I had planned. Which is having a testing session in extra testing session held in Advanced Engineering Building on 9th November 2015 for classmate to come along and test my interactive prototype 3 by following a standard procedure that I had created, then require them to do complete a short feedback form so I can gather information about this video prototype.

The feedback form and response shown beloware contain of two the of questionnaire which is quantitative and qualitative question.

Quantitative Question
How do you feel the overall gameplay
2 users voted 5 - 40.00%
3 users voted 4 - 33.34%
1 users voted 3 - 16.66%

Please scale the user interface design
1 users vote 5 - 16.66%
4 users vote 4 - 66.68%
1 users vote 3 - 16.66%

Are you having fun while testing the game?
Perfectly having 6 out of 6 users who tested the game said they are having fun while testing the game.

Do you find out it is hard to play?
Perfectly having 6 out of 6 users who tested the game said they don't find out is hard to play.

Do you understand how to play the game clearly?
Perfectly having 6 out of 6 users who tested the game said they understand clearly how to play.

Will the background music too annoy or overpower to you?
1 yes
3 no
2 average

Did you find out any bug in the game? Please state if yes
No for all

Qualitative Question
Any comment to improve the game play experience?
separate screens could let users see their own bombs.
Adding more player !!
chase people
personally i prefer to show player their remaining bumbs
having 2 screen so that player can see their own deployed bomb and cannot see their opponents
Photos taken on 9th November 2015 Extra Testing Session


In conclusion, majority of the users give a higher rate to the game play which mean that the game play is having a good interface and gaming experience with clear understanding what is the game about. Then they think that the control method of the game are not difficult as well. Also, I had put in background music and sound effect to the game, I was wondering will the sound too annoy when they are playing, so i ask a question about does it annoy them or is too overpower sound, but based on the users evaluation, they think that the sound is not annoying and good to have it.

On the other hand, they game might having some bugs which I might missed out, by having a question about "Do you found any bugs, if yes please state" will give an opportunity for me to know whether does there any thing i missed out so that i can fixed it. But so far that users haven't found any bug that visible which needs to be fix. Lastly, users have leave some feedback/comment in my questionnaire to give me extra information about what can i improve on. It is basically talk about by having two different screen to play the game, so that your opponent are not able to saw your bomb but you can see it your self, it helps the player know where exactly they put the bomb and also how many bombs they have deployed. 

Sunday, November 8, 2015

Interactive Prototype 3 Full Description

Concept
WarZone is a multiplayer versus game that mash up by extracting two different fundamental and mechanism classic game. The first game is Battleship, based on its features, I had extracted its fundamental, which include versus, limited visual, guessing and planning. Then, the second game is Pac Man, taken the avoiding, collecting and constancy movement of the player. The ultimate goal for this game is to defeat enemy through various way such as invisible bomb or power up items.
Purpose of Prototyping In the previous prototype, it contain the basic implementation of the game and it is able to let user play the game by using custom made controller so it will get rid of the traditional digital input from user. It is a great success as the combination of the control and the custom made ring is merged perfectly. After the testing, I had gathered lot information to improve the game. Therefore, the purpose of this interactive prototype 3 is to provide a workable game for user to test whether does the improvement of the latest iteration development based on the previous test result, feedback and extra functions able to improve the game experience and does it closer to the fundamental idea of the mash up game.

Current Iteration Implement
- Added Background Music
- Added Explosion Sound Effect
- Added Player 2
- Remove Red dot
- Invisible Bomb
- Added Explosion Effect
- Added Main Menu
- Added Credit Page
- Added Introduction/Instruction Page
- Added end game scenario

Future Implementation
- More Players
- Split screen
- Different maps

Extracted Fundamental and Feature List
Battleship
  • Versus feature(multiplayer)
  • Limited vision(player only able to saw their own map, others are not observable)
  • Guessing(player need to guess where exactly opponent's ship deploy on)
  • Planning(deploy your own ship that avoid bombard by enemy)
Pac Man
  • Avoiding(avoid ghost or die)
  • Collecting(collect dotted or big dotted)
  • Constance Movement(even though player didn't not control it, it still move toward its direction)

Player Goals
-Winning Condition: Opponent Life Heart drop to 0.
-Losing Condition: Self Life Heart drop to 0.

How to defeat Opponents
-Place Invisible Bomb by pressing specific key(opponent will die if they step on it)

Friday, October 16, 2015

Interactive Prototype 2 - Testing and Evaluation

According to the testing approach that I had planned. Which is having a testing session in practical B class for classmate to come along and test my interactive prototype 2 by following a standard procedure that I had created, then require them to do complete a short feedback form so I can gather information about this video prototype.

The feedback form and response shown beloware contain of two the of questionnaire which is quantitative and qualitative question.

Quantitative Question
How do you find the game play?
Perfectly having 9 out of 9 users who have tested to vote they like the game.

Is it too hard to use the MakeyMakey to play the game?
4 voted Average - 44.44%
4 voted No - 44.44%
1 voted Yes - 11.12%

Scale the Control
4 voted 4 - 44.44%
5 voted 3 - 55.56%

Is this ideal good about combining MakeyMakey and WarZone Game?
Perfectly having 9 out of 9 users who have tested to vote the ideal of combining both are good.

Qualitative Questions
What kind of song would you like to hear from this game for the next interactive prototype?
Highway to Hell
Not sure, something like the Supermario Theme?
Metal
Elevator music
Epic orchestral music
Eye of Tiger. Techno remix.
something fast paced and fun
no idea yet
music instrument

Any comment for me to improve the game?
Good control
Controller design is really fun, maybe just try to make them so they don't tangle really easily.
by adding sound
The green part needs to be broken more so that its easier to touch and send a response. Sometimes my fingers touch each other and makes two controls active at the same time
I think the concept and implementation are solid, however having a two player mode could make this game more competitive and fun.
Maybe the little point of sensitivity on each ring could be a little bigger so its just a little easier to press.
I love the wearable tech, its really fun.
try and make a better lay out so you dont have to remember which finger it is. eg the forward ring is for up and the furthest down ring is for down. Maybe only use 3 fingers for this
for the ring, just be careful the short circuit
use resisable ring

Photo taken on 9th October 2015 Friday Practical B Testing Session



In conclusion, majority of the users who have tested the physical controller to play the game think that the controller are no that hard to control and they rate the controller as a average to good controller. Also, they think that the controller are very well to combine with the game WarZone to play with it will become a challenging and interesting game. 

Other than that, I have came out a question about what kind of song should I put into the game to make it more interesting, from the feedback we can see that users are more likely to have a music that sounds epic and fast-paced theme music. It gave me a rough idea to put what music into the last interactive prototype.

Lastly, most of the comment are talk about the physical controller, the sensible area of the ring are too small to sense and the size of the ring are really a big problem to different users which having different size of finger. Therefore, it gave me an idea that if i want to implement this controller, i should create a resizable ring to fix the current problem.

Monday, October 12, 2015

Week 11: In Class Exercise

Imagine a Theremin Duet or orchestra. Generate concepts for consistently reproducing & representing 3D movement in space that allows a musical composition to be accurately played on a Theremin.

Camera such as PlayStation®Camera or Xbox Kinect

Use the camera to detect heat energy and motions, then the monitor will provide will the user's hand motion and the visual instruction for them to know where exactly their hand at and what sound will exactly produce. The user is able to follow the sequence that show on the monitor to perform music.

Playstation VR(Virtual Reality Headset)
Users will wear the playstation vr to view the virtual environment which contain the Theremin Duet instrument and play with it.

Harmful laser beam
Install a device that able to project laser beam to the Theremin Duet, it will detect depth and what note to play.

The criteria to be judge are based on the following:
1. Accuracy
2. Responsiveness
3. Affordability
4. Portability
5. Easy to use
6. Ease of implement


Thursday, October 8, 2015

Interactive Prototype 2 - Full Description

Concept
WarZone is a multiplayer versus game that mash up by extracting two different fundamental and mechanism classic game. The first game is Battleship, based on its features, I had extracted its fundamental, which include versus, limited visual, guessing and planning. Then, the second game is Pac Man, taken the avoiding, collecting and constancy movement of the player. The ultimate goal for this game is to defeat enemy through various way such as invisible bomb or power up items.

Current Iteration Implement
- Added Physical controller (ring)
- Added Game HUD
- Added Scoreboard

Future Implementation
- Background Music
- Sound Effect
- Controllable Player 2
- Invisible Bomb
- Explosion Effect
- Main Menu
- End game

Extracted Fundamental and Feature List
Battleship
  • Versus feature(multiplayer)
  • Limited vision(player only able to saw their own map, others are not observable)
  • Guessing(player need to guess where exactly opponent's ship deploy on)
  • Planning(deploy your own ship that avoid bombard by enemy)
Pac Man
  • Avoiding(avoid ghost or die)
  • Collecting(collect dotted or big dotted)
  • Constance Movement(even though player didn't not control it, it still move toward its direction)

Player Goals
-Winning Condition: Opponent Life Heart drop to 0.
-Losing Condition: Self Life Heart drop to 0.

How to defeat Opponents
-Place Invisible Bomb by pressing specific key(opponent will die if they step on it)

Monday, October 5, 2015

Week 10: No Class (IT'S HOLIDAY!!) + Progress

One day holiday straight after the mid semester break!!

Was trying to continue the MakeyMakey physical controller by cutting all the irritating tough wire clothe.


Also, by watching some video to gather some idea for my game.

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Other than that.. It's holiday! lets rest.. hahahah