Critical Play project Pt.7: Resolving playtesting issues and more Playtesting

This log will focus on the new additions and changes made to the game in response to the playtest results from the last log. The newest build was then uploaded to my itch account for additional playtesting, the results of that playtest is gathered below. Changes made Please refer to the previous log (https://collaborative.myblog.arts.ac.uk/2021/03/26/critical-play-project-pt-6-voice-over-final-level-and-playtesting/) for …

Critical Play project Pt.6: Voice-over, Final Level and Playtesting

This week the voice-over, worldbuilding and the final level were implemented, as well as adding other touches like post-processing and new materials for objects. These were then playtested. Voice-over narration Some dialogue had been written earlier in development before case studying voice narration in other games. I knew what direction the voice-over narration would take, …

Critical Play project Pt.5: 3D spaces and Final level

There are still some things to research and look into. A natural extension of the world-building research is a look into 3D level design, this is particularly related to the final level of the game. 3D level design in meta games The next step is to develop the final phase which is a fully explorable …

Critical Play project Pt.4: Adressing issues, World-building and Voice narration

This week I am looking at researching on extending the world in the game and how to implement voice narration. Also I will be reviewing bugs and issues found from playtesting. Adressing issues A playtest had identified some issues with the game. Use contextual clues thorughout to aid players in solving the puzzles. Resolve the …

Critical Play project Pt.3: First prototype and playtest

First prototype Last week I had proposed the following objectives: Replace the “Broken unity loader” aesthetic. The aesthetic just needs to be a mock aesthetic, this will be replaced in the future once I do research into other game loading screens. Implement the drag and drop mechanic for the different elements within the game screen …

Critical Play project Pt.2: Idea rework and SDLC

Reworking ideas After reviewing the ideas, some approaches to the phases have been changed as well as overall elements. This is including abandoning the broken Unity aesthetic. I had realised that rather than the game being broken in the initial unity loading section, it would be better if the player had to deal with an …

Critical Play project pitch

An autobiographical/meta project For this project I will be further developing on my submission for the meta game brief which I decided to call Gameplay game. [https://deadfish1225.itch.io/gameplay-game] After typing this I realize that the title is quite misleading. Because the game does not focus on gameplay, instead it focuses on the player fixing the game. …

Critical Play project Pt.1: Feedback, Structure and Ideas

Monday’s pitch and feedback After pitching my idea to the group I had received some feedback from David K. and Madelena G. I could look into different approaches to the creative process, this may not be confined within games design but in other creative fields too. Writers, graphical designers, architects, any creative discipline that entails …