Monday 29 October 2012

#30 FYP Meeting

15 August 2012
Duration: 30minutes
Members Present: Illawarra, Diana,  Wan Yee, Marzie
Supervisor Present: None


Objective of Meeting:
Finalised and checked on all the workload given for deliverables before submission.


Content of Meeting:
Everyone looked through all the documents, showreel and finalised the game before submission. Below are the links to the documents.


Conclusion:
Submitted all documents.

Reported by,
Marzie

Wednesday 8 August 2012

#29 FYP Meeting

8 August 2012
Duration: 1h 30minutes
Members Present: Diana,  Wan Yee, Marzie
Supervisor Present: None


Objective of Meeting:
Work on team report and update GDD. Polish up the game.


Content of Meeting:
Polishing of game,
  • Removed disclaimer
  • Decrease size of the wind animation
  • Stop the plane from moving fully to the left side, as it will appear to be under the GUI.
  • Added in path as suggested before by client.
Worked on updating the team report. Plan to finish it by this week.

Conclusion:
Finalised on game and documentation submissions.

Reported by,
Marzie

Monday 6 August 2012

#28 FYP Meeting

6 August 2012
Duration: 1h 15minutes
Members Present: Diana,  Wan Yee, Illawarra, Marzie
Supervisor Present: None


Objective of Meeting:
Finalise on what is there to polish for the game. Discuss on team report.


Content of Meeting:
There won't be much changes to the game. However, we will be touching up on certain graphics such as,
  • Wind Animation
  • Adding in whatever is missing
  • Standardise the black background for landing animation

Besides that, we started discussing on the team report and have completed the acknowledgement and abstract section. Will be continuing on the rest of the report the next day.

Conclusion:
Finalised on the game for submission next week. Started working on team report.

Reported by,
Marzie

Wednesday 1 August 2012

#27 FYP Meeting

1 August 2012
Duration: 10 minutes
Members Present: Diana,  Wan Yee, Wee Kiang
Supervisor Present: Lawrence and Lee Lim


Objective of Meeting:
Discussion with supervisors for the presentation.


Content of Meeting:
Introduced the game to Lee Lim, both the old and new version, as well as debugging the game.

Feedback from LeeLim:
  • Controlling of the plane does not give off a challenging feel.
  • When the turbulence is strong, the movement is hard to control and it is sudden.
Conclusion:
Will be including graphic/animation of wind to show the movement of the plane.

Reported by,
Diana

Tuesday 31 July 2012

#26 FYP Meeting

30 July 2012
Duration: 30 minutes
Members Present: Diana,  Wan Yee, Illawarra, Marzie, Wee Kiang
Supervisor Present: Lawrence


Objective of Meeting:  
Discussion with supervisor to improvise and work on the feedback given by the client.


Content of Meeting:
Changes that will be implemented are stated below,
  • Adding in the visual impacts for the multiplier effects such as displaying "Good! Well Done! Excellent!" respectively when they manage to reach the multiplying points.
  • Adding in the adding of points to the score as a visual feel of satisfaction/accomplishment for the player.
  • Removing all obstacles and power ups.
  • Adding in air pockets as the obstacle.
  • Removing the bonus stage
The game play of our current game will differ. However, we believe it will help make the game better.

Conclusion:
Changes will be made to the game, work load has been assigned to respective roles. Next meeting and dateline for the game would be on Wednesday. Play testing of game will be done on Wednesday too.


Reported by,
Marzie

Saturday 28 July 2012

Game Presentation with Client #2

Feedback from client:


  • Game concept is simple and good but tends to get stale as it progresses.
  • However, try to make the game more positive by not showing the turbulence directly.
  • The focus of the visuals currently is more on the indicator. The plane and the environment will be redundant as the players will not focus on it. Makes the room more spacious.
  • Suggests that we make the plane the main focus point whereby the plane can act as the indicator itself or by removing the indicator and colour zone and adding a balancing tool on the plane to show the stability.
  • Another suggestion was to create a path for the plane to follow through without getting out of the path. Once out of the path, the stability of the plane will drop and player will have to try to get back into the path.
  • Can use clear air pockets and dark clouds, etc to add more challenge to the path.




Feedback from Edward:


Edward agreed to all the client's feedback. However, he focused more on the graphics.


  • Try to play with the angle of the plane; zooming in and out to create the height difference effect.
  • Adding in shadows to make it more dynamic.
  • Suggests to alter the plane to show the side views as well, 3D-like.
  • Mentioned that the name of the game should be easy to read.
  • Make sure the animations are in smooth transition.
  • Proof read all the screens and ensure that there are no errors.

In conclusion, the game can turn out to have a new and improved game play with the same game mechanics. Also, it is best to improve on the aesthetic looks of the game and make it more dynamic and captivating for the players.




Reported by,
Marzie

Saturday 21 July 2012

#25 FYP Meeting

19 July 2012
Duration: 1 hour
Members Present: Diana,  Wan Yee, Illawarra
Supervisor Present: Lawrence


Objective of Meeting:  
Discussion with supervisor after debugging the first few stages of the game. Brainstorm and work on feedbacks from the supervisor.
  • Add in more visual impact on the multiplier
  • Make the Satisfaction Point bar into a cylinder, allows the rise in the metre to be distinct
  • Include upgrades for the plane

Content of Meeting:
Feedback from Lawrence:


Conclusion:
Points are noted and will be working on it along with adding in animations for the multiplier, disclaimer and animation for the taking off and landing of the plane. Adding in sound effect for multiplier too.


Reported by,
Diana

Wednesday 4 July 2012

#24 FYP Meeting, Game Presentation with Client #1

4 July 2012
Duration: 
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present: None

Objective of Meeting: 
Update game with the improvisations. Preparations for meeting with clients.



Content of Meeting:
Polished and finalised the first and second level for demo with the client.

Feedback from Client:
  • How do you tell that the plane won't crash?
We also though of actually adding in animations and will work on the game transitions to be smoother and also try to fix the coding and graphics to make it more appealing and fun to play.




Reported by,
Marzie

Tuesday 3 July 2012

#23 FYP Meeting

2 July 2012
Duration: 1h
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present: Lawrence Kwa

Objective of Meeting: 
Improvise on the game, fix bugs and errors and assign other workload.

Content of Meeting:
Went through the feedbacks from the supervisor as follows.

  • The game complete screen is strange. At the very least, bring player back to main menu.
  • In “How to play”, should include telling the player what to press to activate the stewardess and clear weather.
  • The balance between passenger complain and when to trigger stewardess needs to be tied to the score and duration of the indicator being in the “allowable” zone. Example, if player is unable to maintain the indicator in the “allowable” zone, passenger will complain and score will start to drop after a few seconds. If player is able to balance the indicator back in the “allowable” zone for 10 seconds, the complains will stop. Else, score will start dropping and player need to maintain the indicator in the “allowable” zone for 10 seconds or activate the stewardess.
  • Weather should have rules like the above too, making those 2 assists more meaningful.
  • The BGM volume between the main menu and in-game is different.
  • The mini plane indicating the distance travelled at the left is missing.

Meeting's  Conclusion:
Suggestions taken, will be implementing them in the game. Date of submission would be on Wednesday, 4 July.


Reported by,
Marzie

Tuesday 26 June 2012

#22 FYP Meeting

25 June 2012
Duration: 4h
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present: Lawrence Kwa

Objective of Meeting: 
Play test updated game. Discuss on the game weakness and try to improvise on it.

Content of Meeting:
Finalised new game play as stated in the previous meeting. However, we have set our priorities to work on completing the multiplier and bonus stage rather than the graphics as we would like to show the aesthetics of the game and game feel.

New suggestions pointed out,
  • A list of objectives
  • Bonus stage implemented during game play and not after
  • Activation button to activate the multiplier (Spacebar)
  • Power-up buttons changed to "Z" and "X" instead of "Z" and "C"
Things to take note and change,
  • Coding the multiplier and bonus stage
  • Adding in Objective screen
  • Adding and changing sound effects and graphics to suit the game

Meeting's  Conclusion:
Finalised the game play and set priorities to what is going to be done.

Reported by,
Marzie

Friday 22 June 2012

#21 FYP Meeting

21 June 2012
Duration: 1h 15min
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present: None

Objective of Meeting: 

Discussion on improving the game's aesthetics to make it more fun. Assign new work loads to members.

Content of Meeting:
To make the game more fun, we thought of changing the gui and twitch a little of the gameplay. New features that are added in the game are,


  • Players can choose which country they want to fly to. (A total of 6 countries)
  • All timings are maximised to 1min 30sec so that it won't be too long and boring doing the same thing.
  • Players will be able to collect power ups at the bonus stage.
  • Players can aim to score more points through the multiplier metre. (Maximum x4)
  • Players will also be able to get more points if they reach a certain amount of points during the stage.
  • Improved on the game graphics and sounds.

Layout of new game screen.



Meeting's  Conclusion:
All in all, today's discussion is to polish up the game play to make it more fun.


Reported by,

Marzie

Wednesday 20 June 2012

#20 FYP Meeting

20 June 2012
Duration: 5h
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present: Lawrence

Objective of Meeting: 
Check in with supervisor and get feedbacks from him. Playtest the game and get feedbacks from the play tester.


Content of Meeting:
Went through the digital game with our supervisor and play tested the game, we received some feedbacks and suggestions from him.

Feedbacks:
-          Making the dark clouds in the game as an obstacle may make the player do not know what are they supposed to do since they are unable to see the indicator to control it.
-          The gameplay is there but there is no fun element for the player to feel the fun
-          When clicking the “C” for clear weather, more dark clouds are created. (bug)
Suggestions:
-          Allow the player to know where is the indicator
-          Using sound to let the player know where is the indicator
-          Multiplier:
o   (Time) The longer the player able to maintain on the blue zone, score added can increase by twice of the score that has added.
o   (Items) During the game play, player are able to collect some treasure at a certain colour zone, which can help them in the gameplay. Similar to Risk vs Rewards
-          Changing the turbulences timing and making the turbulences stronger from stage to stage.
-          When the plane is turning, player has to maintain at the certain spot/colour to balance the plane

Meeting's  Conclusion:
Started some play testing. Need ideas/ways to make the game fun (allowing the player to be interested in the game).

Reported by,

Diana

Tuesday 19 June 2012

#19 FYP Meeting

18 June 2012
Duration: 2h
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present: Lawrence

Objective of Meeting:
Check in with supervisor and get feedbacks from him.

Content of Meeting:
Went through the digital game and documents with supervisor and got a few feedback and suggestions from him.

Feedback for game:
- Adding in a character on "How to play" screens
- Adding characters in the "Game complete" screen
- Editing the background to make it more appealing; adding in mountains, etc
- Making the background to have a certain route instead of the same repeating background
- Animate flying birds
- Adding in upgrades for the different planes; stats, physical design, etc

Basically, polishing up the game to be more appealing in the graphics and design to promote the game to the client, SIA.


We also made minor changes to the graphics.


Meeting's  Conclusion:
We will be polishing the game a lot to make it look appealing and attractive to the clients.

Reported by,
Marzie

Wednesday 13 June 2012

#18 FYP Meeting

13 June 2012
Duration: 4h 30min
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present: Lawrence (For a short while)

Objective of Meeting:
Compile remaining graphics and sound. Playtest and improvise the game. Discussed on polishing up the game and assign new workload to each team member.

Content of Meeting:
Passed remaining graphics to programmer to be implemented in the game.

Discussed on adding in more obstacles and increasing the strength of the turbulence to increase the difficulty of the game. Instead of just turbulence, we have decided to add in the following obstacles,
  • Dark Clouds - Covering the colour zone and indicator for a short period, disabling the player's control over the indicator and slows down the game
  • Lightning Flash - Disrupts the play by flashing the screen. Acts something like a "flash bang".

Other than adding in a few more obstacles, we discussed on the polishing of the game. For the game itself, we thought of adding loading screen and a little warning on the screen so as to alert the player of new events in the next level.

Also, currently the strength of the turbulence is the same throughout the levels. We will be increasing the strength as the player goes through each level to add on to the challenge.

Things to do for polishing:

- Scrolling background
- Layers of different obstacles and environment
- Animation for "Stewardess" power up
- Adding in the quantity for each power ups


Workload given:

For artists,
- Scrolling background
- Loading screens
- Loading bar
- Stewardess Animation
- Game launch screen

For programmer,
- Dark clouds
- Lightning
- Turbulence strength

For sound editors,
- Dark clouds
- Lightning
- Loading screens
- Stewardess animation

Meeting's  Conclusion:
Managed to discussed and improve the game further by polishing up the graphics and game play.

Reported by,
Marzie

Tuesday 12 June 2012

#17 FYP Meeting

11 June 2012
Duration: 1h
Members Present: Diana, Marzie, Wan Yee, Illawarra, Wee Kiang
Supervisor Present: None

Objective of Meeting:
Discussion on point systems, default airplanes, suitability of graphics and sounds and improvements to be done for programming the game mechanics.

Content of Meeting:
Discussed on the points system and we managed to confirm and assign the points as follows,

*Points will be taken at every 5th second for all levels (5seconds intervals)

Blue: +5
Green: +3
Yellow: No addition/subtraction
Orange: -3 
Red: -5

Passengers will start to get panicky and make a commotion in the plane when they player are at the orange to red zone for more than 8 seconds. This will result in a -1 satisfaction points for every 5 seconds till the end of the commotion.

The default plane would be the first plane that SIA has produced which is the Boeing 777-300ER.

As for the graphics and sounds, there are a few missing parts that will be completed and compiled by Wednesday, 13 June.

Meeting's  Conclusion:
Improvised on digital game and made a few changes to polish the game.

Reported by,
Marzie

Wednesday 6 June 2012

#16 FYP Meeting

6 June 2012
Duration: 2h 45min
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present: None

Objective of Meeting:
Confirm timings for turbulence and compile graphics. Update GDD. 

Content of Meeting:
Discussed on the timings for the turbulence.
 


Added in graphics to the game and agreed on the art concept.
Re-arranged the Power-ups to fit in the game nicely.
Polished the "Main Menu" screen.

Meeting's  Conclusion:
 Slowly progressing and polishing the game play and graphics at the same time. Team members will continue with their workload and will be compiled on the next milestone on Monday, 11 June.
 
Reported by,
Marzie, Wan Yee

Thursday 31 May 2012

#15 FYP Meeting

30 May 2012
Duration: 2h 15min
Members Present: Diana, Marzie, Wan Yee, Illawarra, Wee Kiang
Supervisor Present: None

Objective of Meeting:
Discuss on digital game prototype;
Confirmation of levels, planes, GUI, structure, art concept, sound, etc.

Assign roles and confirm milestone datelines for the team.

Content of Meeting:
We discussed on setting the number of levels the game should have and also the different number of planes that will be available for the game.

Also, we have chosen to work on 2D Cartoonized Theme for our art concept rather than 3D concept as it will take up a lot of time and since we only have about a month to complete the prototype, we will be working on what we can do at our best.

Game elements confirmed:
  • 6 Levels
  • 3 Airplanes
  • Power-ups are fixed for each level
  • Only Airplanes are available for purchase in the shop
  • 2D Cartoonized Theme Art concept

Roles
Producer, Sub Artist: Marzie
  • Art work given: GUI and Screens (Main Menu, Pause, How to play, etc.)
  • Documentation: GDD, Schedules
  • Others: Editor for other documents such as Playtest Log.
Lead Programmer: Diana
  • Work given: Coding the game
  • Documentation: Change Log
Lead Artist: Illawarra
  • Art work given: Planes and Backgrounds
  • Others: Help with playtesting
Sound Designers and Playtest in-charge: Wan Yee and Wee Kiang
  • Work given: Producing the sounds for the game (BGM, Sound effects, buttons, etc)

First Milestone - Monday, 4th June.

Meeting's  Conclusion:
For today's meeting, we have started our digital prototype and have assigned each member workloads to be done and completed by the first milestone. Game elements are also confirmed.


Reported by,
Marzie

Tuesday 29 May 2012

Digital Game Making Schedule

Days:
Mondays
Discussion after school about concept, gameplay and anything else that needs to be improvised. A day for brainstorming. Homework will be given to each member according to their roles.

Wednesdays
Compile homework which includes, programming, art and sound. More on working on the game day. playtests will also be done every Wednesdays or other days.

*Mondays and Wednesdays are the main days for meetings. Other days might be implemented if in need of more time.

Roles:
Producer, Admin, Sub-Artist: Marzie

  • Overall in charge of managing the team.
  • Handle all administration stuff - documentation, schedules, etc.
  • Help out in game graphics

Lead Programmer: Diana

  • Handles the codings for the game.

Lead Artist: Illawarra

  • Main artist for the team and handles the art work.

Sound and Documentation: Wan Yee and Wee Kiang

  • In charge of sound and documentation - Playtest, Rule Book

*NOTE: GDD, Change log and Playtest log will be updated daily.


Reported by,
Marzie

Wednesday 23 May 2012

#14 FYP Meeting

23 May 2012
Duration: 4h 30min
Members Present: Diana, Marzie, Wan Yee, Illawarra, Wee Kiang
Supervisor Present:  Lawrence

Objective of Meeting:
Complete on Destin-Air-Tion prototype, video recording and updating of documents by Marzie.

Content of Meeting:
Documents updated for both games. Worked on fixing and assembling the whole prototype for Destin-air-tion.



For Snake Hunt, board size has been changed to a have a bigger grid; 15x11cm with 2x2cm squares. This is to enhance the visual and make the movement easier as compared to previous player piece whereby it is pretty small.

Meeting's  Conclusion:
Updated documents and make slight changes to both prototypes.



Reported by,
Marzie

Tuesday 22 May 2012

#13 FYP Meeting

22 May 2012
Duration: 3h 30min
Members Present: Diana, Marzie, Wan Yee, Illawarra, Wee Kiang
Supervisor Present: Lawrence

Objective of Meeting:
Work on both prototypes, playtest both prototypes, collect the data and prepare to make changes for the next meeting. Update all documents.

Content of Meeting:

SNAKE-HUNT THE BOARD GAME
Re-make the map to make it symmetrical
-          Fairness for Players
-         

DESTIN-AIR-TION
Editing the box (Connect to the bottom/back part of playing board- Pictures show below)
-          Making the turbulence much more effective
o    Using the free fall – pulling method
§  Plastic bag for the marble to fall into and has the pulling effect
§  Making 2 holes in the box
·         Measuring where has the most impact
·         Found out: The further the hole is the bigger the impact the board has
o    Including a handle at bottom back of the board(Center)
§  Slightly shaking the board (one-handle)
§  However, the material we used is not durable
o    Smaller metal ball
§  A small movement can affect the meter, which need to maintain at the middle of the tube (The blue zone)




Meeting's Conclusion:
Complete both prototypes and video recording for the Destin-AIR-tion.

Updated the GDDs, Rulebooks, and Playtests


Reported by,Marzie, Diana