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  • Emilia Poyiadgi

WEEK 10

ACHIEVEMENT LOG

2nd May - 8th May 2022



WEEK 10

WHAT DID I DO THIS WEEK?

  • Continue marketing on all social platforms

  • Updated our itch.io site

  • Setup Testing - new projector type.

  • Playtesting

  • Game V6

  • Edited the Documentary


ITCH.IO

I have changed the colour scheme to suit our studio, and adjusted the settings on our game page as well as replace the banner, cover art and screenshots! Our itch site is pretty much ready to be viewed publicly and made live. All that is left to do, is input our game into the site to allow people to play the browser version! All they'll need is a device with internet connection and a webcam.


SETUP TESTING

We continued to test the setup this week, by testing another type of projector. This was a VIVITEK Short Throw Projector. It had a much brighter and better quality projection, although, the aspect ratio was off and we struggled to adjust it. This is something that we will have to play around with until it's perfect. Next steps for this will be to project across two screens, and see how we can make our two servers lineup with each other after projection.


PLAYTESTING

This weekend, we had an organised playtesting session with students coming to the university in the new academic year! We were able to playtest with external visitors which was fun, because they had never been exposed to our project before which gave us some interesting results. Most of the feedback we received was regarding the hand detection. This was still a little rusty and didn't perform as well as we wanted it to. Because of this, we have taken note of what needs to be changed and Kiera will be focusing her time on refining this, while I will be focusing on getting all marketing material produced.


GAME V6

By the end of this week, we had produced our sixth game version. This was exciting, as we now have our two environment designs in two different servers! Both of these servers consist of 3 tracks each. This enables players to move along each screen, and each screen consists of a number of interactions, so overall, players are required to move around the space and witness the music develop overtime. This encourages exploration and observation. It was great to hear the final track in both servers, and together it sounds amazing, just how we planned.



WHAT DIDN'T GO WELL? / TEAM DECISIONS

There are problems with the wrist detection as outlined above. The bird flies very jittery and not smooth at all. This also results in flipping! This is a result of certain values within one of the scripts, which Kiera has taken upon herself to adjust and test over the next few weeks. Hopefully, we can have a final outcome with a smooth flight, to avoid frustration in users - we want to avoid this at all costs! Some testers also commented on the interaction being quite tiring, but this is a result of it not working and having to keep up with the bird lagging.



NEXT STEPS FOR NEXT WEEK


Next week, we have scheduled to begin the creation of our game presentation which'll take place on the 17th May. As well as this, we will be working to refine the detection and make the final polishes and flourishes to the experience.


HOW DO I FEEL?


Our outcome so far showcases our intended player experience, so it's more or less already a successful final deliverable. However, we still have a lot to do to perfect it, and we both have a few things to document before hand-in on the 26th May. I am confident we will have everything complete by this time, and I am also extremely excited to begin the creation of our game trailer!

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