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

Monday 21 May 2012

#12 FYP Meeting

21 May 2012
Duration: 3h 15min
Members Present: Diana, Marzie, Wan Yee, Illawarra, Wee Kiang
Supervisor Present:  Lawrence

Objective of Meeting:
Work on improving the prototypes. Update GDD, Rule book, Change Log and Playtest Documents.

Content of Meeting:
Playtested on Snake Hunt and realised that flipping of the coin eats up the time given for the player to accomplish the objective of the game. This will actually limit the players a little in getting more points. Therefore, we are changing it to rolling the die instead of flipping coins.

Rolling the die when land on the area of effect will respond;
  • Even Numbers (2, 4, 6) Cat Kills, Eats Crow
  • Odd Numbers (1, 3, 5) Nothing happens, continue game
Also, we adding on the coverings for the crows that has been eaten up to allow the player to play through the board instead of gaining points at just a crow.


Removing time pressure as it is isn't fair for the player's move using the die.


Adding in a second player which acts as an AI to challenge the player. The game play will change to a challenging feel whereby the player will have to score more points than the AI. The game will only end once all the crows are eaten up.


Destin-Air-tion is still in progress for prototyping. Will probably be completed tomorrow and playtested tomorrow too.

Meeting's Conclusion:
Worked on improving prototypes. Updating GDD, Rulebook playtest and change log for both games. Will be focusing more on Destin-Air-tion for the next meeting.


Reported by,
Marzie

Friday 18 May 2012

#11 FYP Meeting

18 May 2012
Duration: 4h 30min
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present:  None

Objective of Meeting:
Finalized game concepts and mechanics for Snake Hunt. Update Rule book and change log. Play tested both games; updated playtest log. Both prototypes are done.

Content of Meeting:
Continuation of making the prototypes. Test played the games. Makes the necessary changes in the games; improvise the games.


Destin-AIR-tion
We continued making the prototypes.

What and how we plan to do to enhance the game feel?
-          Tube and Marble
o    Stability feel
-          Stand and String to hang the wooden plane
o    Moving feel as you move the board
-          Additional board under the actual  board
o    Adding obstacles (additional marbles) as you are stabling the marble in the tube
-          Background of the boar
o    Sky for immerse
o    Rainbow for measuring the stability
-          The logo on the plane
o     Making the players feel that they are controlling the plan as they are stabling
-          Once the marble the out of the tube = Player lose due the bad stability
-          Time limit act as the distance


Snake Hunt
Done the prototype and changed the concept into a single player game.
One Play test and survey of the game is done.



The changes we made;
-         Single player game
-         Time Limit : 3mins
-         Flipping of a coin (Area of effect)
o   Cat (5x5)
§  Head – Got caught from the cat chase and  restart from  the player’s start point
§  Tail – Got chase but escape from the Cat
o   Crow (3x3)
§  Head – Chased the crow and caught the crow, 1 point is earned
§  Tail – Chased the crow but the crow escape and fly away
-         Roll a die to determine how many step the player(snake) can make
-         Add bushes in the map acting as the wall
-         Add Treasure Chest (a deck of 3cards)
o   Prepare to escape from a Cat
o   Prepare to chase the Crow
o   Extra time 30 seconds add to the player’s current time limit

Player suggested:
-         Draw out or Colour all the different type of area of effects, etc

Meeting's Conclusion:
Playtest the games and collect suggestion from the players. Update the change log and Rule book.

Reported by,
Diana

Thursday 17 May 2012

#10 FYP Meeting

17 May 2012
Duration: 4h 30min
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present:  None

Objective of Meeting:
Production of both prototype; Destin-AIR-tion and Snake Hunt. Update rulebook and change log.

Content of Meeting:
Finalised the concepts for both paper prototypes. 
Started production on both prototypes.


Destin-AIR-tion
Assembling the prototype. With our prototype, we decided to showcase more of the game feel with the main mechanics.
 


 



Snake Hunt
We finalized the concepts as stated,
  • 3 Player to control each animal; Snake, Cat and Crow
  • Objective is to get as many points during the time given.
  • No portal is added, game ends when time runs up.
  • Adding the area of effect which relates to the power cards which will allow the individual player piece to either camouflage(Snake), move faster(Cat) and vast vision(Crow).

For this prototype, we want to showcase more of the main mechanics for the game.


Meeting's Conclusion:
Finalized prototype mechanics and started production. Rule books and change log are to be edited too. (Homework)

Reported by,
Marzie

Monday 14 May 2012

#9 FYP Meeting

14 May 2012
Duration: 3h 15min
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present:  Lawrence

Objective of Meeting:
Finalized 2 Games and brainstorm on converting it into a Analog Game. Assigned roles to each member.

Content of Meeting:
Discussion on converting digital games to analog games. We tried to test out the mechanics of our digital game in analog and managed to convert the analog mechanics as close to the digital mechanics.

Destin-AIR-tion

Game Concept:
Same concept as the digital whereby the player will have to stabilize the plane by controlling the stability of the marble. As for the turbulence, we thought of putting in marbles as weight in the cuboid to make it harder to balance the main ball that stabilizes the plane.


We will be layering the cuboid as follows;
Background piece,
Turbulence tube holes and
Marble tube


Materials Needed:
Marbles
Cardboard
Plane
Stationeries


Snake Hunt

Game Concept:
The game mechanics for the analog Snake Hunt is similar to the digital game as it is a single player game whereby you have to get as many points and get to the portal within the time limit. Since we are doing it for  only a level, we will be placing the preys and predators at a fixed location on the grid. 


Players will have to a roll a dice to make their move. They will be able to eat their preys. However, they will have to stay 1 grid away around their predator. If they land on a grid around the predator, they will have to go back to where they were before. 


Materials Needed:
Paper
Cardboard
Stationeries

Roles Assigned:
GDD: SNAKE, CHANGE LOG, GAMES RULE - DIANA AND WANYEE
GDD: PLANE, CHANGE LOG, GAMES RULE - ILLAWARRA AND WEE KIANG
PLAYTESTING - WAN YEE
VIDEO - DIANA
BLOG - MARZIE
PRESENTER - MARZIE/ILLAWARRA
OVERVIEW/FINAL EDIT - MARZIE

Meeting's Conclusion:
Finalized game concepts and ideas to convert both games to Analog. Roles assigned to each member. Will start on prototype production for both games.

Reported by,
Marzie

Friday 11 May 2012

Prototype Phase Rough Schedule

Monday
  • Discussion about games, 2 games to prototype, how to prototype, game play, etc
  • Assign roles - Updating GDD,Game Rules, Change Log, Play Testing, Video, Blog, Presenter
  • Work on homework for preparing materials, brainstorm on ideas, etc


Tuesday
  • Start on prototyping, improvisation along the way
  • Present homework if given, the meeting before
  • Split timings for production of game 1 and 2 (Depends on our work rate)


Wednesday
  • Work on prototype, play testing, improvisation along the way
  • Present homework if given, the meeting before
  • Split timings for production of game 1 and 2 (Depends on our work rate)


Thursday
  • Work on prototype, play testing, improvisation along the way
  • Present homework if given, the meeting before
  • Split timings for production of game 1 and 2 (Depends on our work rate)

Friday
  • Work on prototype, play testing, improvisation along the way
  • Present homework if given, the meeting before
  • Split timings for production of game 1 and 2 (Depends on our work rate)


*Update GDD, Game Rules, Change Log,Play test report and Blog every end of meeting. Marzie will check through and edit and send to Lawrence for viewing for feedback.


Monday
  • Work on prototype, play testing, improvisation along the way
  • Present homework if given, the meeting before
  • Split timings for production of game 1 and 2 (Depends on our work rate)

Tuesday
  • Work on prototype, play testing, improvisation along the way
  • Present homework if given, the meeting before
  • Split timings for production of game 1 and 2 (Depends on our work rate)
  • Last minute touch-ups, changes, etc
  • Video Recording

*Update GDD, Game Rules, Change Log,Play test report and Blog every end of meeting. Marzie will check through and edit and send to Lawrence for viewing for feedback.



Wednesday
  • Play-test if need to, collect data. However, no more changes to be made.
  • Update GDD, Game Rules, Change Log, Playtest Report, Blog
  • Preparation for Presentation
  • Presentation


Schedule will be updated again in case we need to meet up over the weekends, etc.


Reported by,
Marzie

Wednesday 9 May 2012

Final Pitch Presentation

General view on the Presentation,
2 Pitch
Comments from Facilitators:
Hercules: Escape from Hydra Island
Body parts die - Does not relate back to the concept of Hydra; What if you keep rolling the die and got "Head" over and over again? More heads will grow? It will be difficult for the player to kill in the end. Maybe instead of using die, use the flipping coin concept. Game idea is alright. However, there are can still be improvements for the game mechanics.

Snake Hunt
What is the purpose of the Fog of War concept? The game can still stand without the Fog of War concept. "Sometimes less is more." Whole game concept is interesting, the best idea out of the 3. However, game mechanics is not that strong. It is possible to make certain changes to make the game mechanics better such as having a time limit for certain actions, camouflaging, etc.

 
Destin-AIR-tion
The most complete idea out of the other 2 games. Appealing and is easy to understand. Game mechanics can be improved by maybe allowing the players to control the weather instead of the plane. Adding more challenge to the game. Try to relate the different airplanes; stability of the planes, etc.

Grades Given,
Hercules: Escape from Hydra Island          6.1
Snake Hunt                                                    6.3
Destin-air-tion                                               6.8


Reported by,
Marzie

#8 FYP Meeting

9 May 2012
Duration: 1h
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present:  None

Objective of Meeting:
Finalized idea concepts and presentations. Complete last minute changes to the presentation for the pitch from supervisor's feedback.

Content of Meeting:
Feeback from Supervisor on Final Pitch,


Hercules
As mentioned, remember what to say about the puzzle if asked and think of where the puzzle will be used in the game. Parts dice, where will it be implemented? Is it in addition to the normal dice roll? Or It’s a different battle mechanics? 

Snake
Initially the screen is black, but it will appear when the snake pass through it right? 
The area will remain lit after the snake pass through it or only the area around the snake will be lit?
How will the snake know if the bird(you can consider grabbing a more obvious image from the net) approach it from the dark area of the screen? What are the warning signs?


The transition between slides 9 and the rest seems a little non-relevant as one shows dark area while the others are totally lit.The warning given when a bird approach is not obvious.
The big snake -> middle snake -> rat needs explanation.The snake besides the portal is understandable, but doesn’t feel interesting.The snake needs to look for the portal right? The slide doesn’t have that feel.Suggestion if you have time,Try to create slides like the actual game, meaning a basic level with prey, hunter, places to hide, portal and etc. Decide if the dark area is to follow snake or become lit as the snake pass by.


Slide 1 -  use slide 9
Slide 2 – the snake is traveling on the map, hunting prey.
Slide 3 – hunter/bird is coming, warning signs
Slide 4 – snake find place to hide from hunter/bird.
Slide 5 – snake found portal.(you can use photoshop layers, grab images from internet to create the slides faster)If the team wants to use the existing slides, may need to do more explaining. 


SIA
The logo should be on the wings, its more realistic that way. Show the air stewardess(important) if possible.If you want, can think of what real life promotions can be added to the shop in the last slide.

Changes implemented.

Focusing more on Snake, implemented GUI with restart system, global map and mini map when in game.


For SIA, Destin-AIR-tion, implemented the real KrisShop items for viewing, optional for players to view, however, it is another way of promoting SIA and KrisFlyer products.

Meeting's Conclusion:
Finalized sketches, did the necessary changes to the slides and added a little more details for the final pitch. Also listed out the main points that is needed to be heard during the pitch.

Reported by,
Marzie

Tuesday 8 May 2012

#7 FYP Meeting

8 May 2012
Duration: 2h30min
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present:  None

Objective of Meeting:
Compile Hercules sketches for 2nd Pitch. Brainstorming on Snake Connect; changes to concept/improvisation. Improvise final sketches for all games.

Content of Meeting:
Further brainstorming on Snake Connect.

Thought of a few game concepts.
#1 Maze; The first concept, which was rejected amongst the other 3 concepts as it is too simple, there is not much player interaction.

#2 Similar to Normal Snake with more concepts, such as slowing down the Snake when it eats too much and it also has to avoid hunters hunting it. Game is point based whereby they will have to eat as many food to gain more points and proceed to the next level once the portal is unlocked.

#3 An overlap concept of #2 however it is more of a discovery based concept whereby the player will have to go through the map which is not fully shown. (Implementation of Fog of War) This is to engage the snakes with different senses. There will also be signals/alerts to warn the player that their snake is nearing a hunter and will have to avoid them.

Idea chosen for Snake, #3. There are more player interactions and the game shows a relation to real-life snakes behaviours.

DESTIN-AIR-TION
Adding in SIA logos, related stuff to promote SIA.

Meeting's Conclusion:
Compilation of Hercules sketches and managed to brainstorm on the different game concepts for Snake and completed the sketch for it too. Finalised the top 3 game concepts. 

Reported by,
Marzie

Monday 7 May 2012

#6 FYP Meeting

7 May 2012
Duration: 2h 45min
Members Present: Diana, Marzie, Wan Yee, Illawarra
Supervisor Present: Lawrence(Last few minutes)

Objective of Meeting:
Convey last meeting's content to the whole team. Selection of final 3 game ideas. Brainstorm in depth of each game concepts and try to brainstorm on more unique player interactions. Prepare sketches for presentation for 2nd Pitch.

Content of Meeting:
Further brainstorming on, 


Hercules: Escape from Hydra Island
We decided to focus on the art form for today as well as the play interaction more. For more the art form, since it is advisable to do stop-motion and modelling, we decided to come up with 2 ideas which is to use LEGO to set up the whole game graphics or to have a stop motion, modelling environment with digital characters. We needed to find out if we can use LEGOs before confirming our art form.

For the game play itself, we decided to focus more on the player interaction and how to make it more engaging for the players. We implemented a mixture of puzzle and battle in the game with chance.

At the start of the game, we would give a hint for the players to look out for which will be the missing pieces of the torn scroll that will help to kill the Hydra. This would act like a "quest" or "scavenger hunt" throughout the game book. As for the fighting scene, we decided to make it into a chance-based battle whereby when the player rolls the die and shows odd numbers, the enemy will attack the player and vice versa. However, when the player gets to attack, we implemented another die roll which indicates which area the player will hit.

Finalized idea for 2nd Pitch,
Game concept/play in general:
Animated Introduction > Start of the game-play interaction: Decision-Making, Puzzles, Fighting Scenes > Animated Ending

Revolves around the 2nd Labour of Hercules, Lernean Hydra with a little twist to it.

Brief Story Description:
Fisherman(Hercules) was out fishing in the sea when a thunderstorm wrecked his ship. He was casted to an uncharted island, unconscious on the beach. Dawn, regained consciousness and saw Hydra from a distance. He then scrambled to a hidden village to seek refuge.The villagers told him the story of how Hydra has been limiting their life on the island. The only way out was to kill the Hydra. Hercules goes into battle with Hydra after finding out its weakness and how to effectively kill it once and for all. In the end, he managed to kill it and left the island.

Snake Connect
Decided to implement a few ideas today which are,

Obstacle: Player would have to control to avoid colliding with Eagles
Points and Collection: Eats Mice, Rats, Chicks, etc
Portals: A few random portals that lead to different portals
Exits: Keys-Puzzle, such as solving a line puzzle, etc.

Suggestions from Supervisor:
Research more on snakes; their behaviour, etc. Maybe have a hidden place for the eagles and have indicators to show when the eagle is flying over and/or getting near the snake.

Other Suggestions from Team Members:
Marzie suggested that maybe instead of mazes, it could be a field of grass and the snake would have to escape from the Eagle by finding ways to camouflage itself with the surrounding area.


Destin-air-tion
Presentation slides done.


Viewed by Lawrence and he suggested to implement certain graphics to make it animated to further explain the mechanics and concept of the game.

Meeting's Conclusion:
Chose the 3 ideas, managed to complete brainstorming on Hercules:Escape from Hydra Island and Destin-AIR-tion; just need a few more editing on the sketches. Did not manage to cover Snake Connect, however, will be doing research and will focus on the game concept/play in the next meeting.

Reported by,
Marzie, Illawarra, Wan Yee, Diana

Friday 4 May 2012

#5 FYP Meeting

4 May 2012
Duration: 2h 40min
Members Present: Diana, Marzie, Wan Yee (Left halfway)
Supervisor Present: Lawrence Kwa

Objective of Meeting:
Decide the top 3 ideas for the 2nd Pitch Presentation and further developed it. Preparations for 2nd Pitch.

Content of Meeting:
Decided on Hercules: Escape from Hydra Island as one of the top3 games. However, we had some trouble deciding the other two. There were different preferences between members, therefore we tried to work on 4 chosen one and narrow it down to 2 to be in the top 3 games, which are,

Air Traffic Rush, Grab the Carrots, Snake Connect and Plane Match Up.

There was difficulty deciding which to choose as we considered how common the gameplay is of each game and we did a little further brainstorming to see what can make the games unique to other similar games besides the theme and graphics. However, it was pretty narrow for us.

(Lawrence joined in the meeting)

Lawrence point out a few things such as doing a little more research on SIA to broaden our minds to get ideas for new game concepts.

He also mentioned about making the "Snake Connect"  game in to an aircraft theme which Marzie then thought of an idea which was to control the plane to the destination by going through a series of events, such as turbulence and such which might affect the passengers. The player would have to try to balance the plane without it shaking so much, which will affect the happiness and satisfaction of the passengers in the plane, with some other power ups and boosts.

Another idea would be the Language Coordinator without the arrow keys but to allow the player to learn about some phrases of different languages through mix and match. Further sketches of both games will be illustrated and presented in the next meeting.


Meeting's Conclusion:
There was not much done today as the attendance of the team was weak. However, ideas formed will be presented and further developed in the upcoming meetings. Also, we will be preparing more on the interface and dynamics of the game for the upcoming 2nd pitch.

Reported by,
Marzie

Wednesday 2 May 2012

First Pitch Presentation

General Presentation,
Pitch

Grades Given for each game:

Comments from Facilitators:
Language Coordinator
TC: No linkage between the translation/language with the game mechanics. How will the game play go? Sound? Speaker? However, the idea of having a translation concept in the game is good. Graded A for idea, but F for overall as there's no linkage between the game mechanics and game play.

Nezha Battle
TC: Referring to the map,
Thought the different colours represent the difficulty level. Knowing what the circles are meant to be, which are the battle plays, it does not make sense as players can just take the shorter route to reach to the next quest. Suggested to add in Risk vs Rewards and a time limit for each circle(battle play).

Reported by,
Marzie with help from Diana

#4 FYP Meeting

2 May 2012
Duration: 5h
Members Present: Illawarra, Wan Yee, Diana, Marzie
Supervisor Present: Lawrence(For a short while)

Objective of Meeting:
Update on sketches and presentation according to the feedback from Lawrence.

Content of Meeting:
Re-editing and improvising on our sketches and presentation through the feedback given.

Feedback from Lawrence,
CAAS 
#1 Scanner
The image doesn’t give much information on the game as most people associate scanning with bags and humans more often.Using a cardboard box will make the game feel weaker.And its cooler being an officer in the frontline scanning passengers bags rather than be in the backroom scanning cardboard boxes.If your ideas are on bags and humans, is better to draw bags and humans. 
#2 Departure Rush
Seems ok, just that the dotted box on the image at the right needs more explanation. 


GGJ
#1 Snake
Seems ok, just need to consider how do you explain the gameplay so the listener will be excited about it.
 #2 Grab the carrot
Do you think this will be fun? How do these 2 games relate to GGJ theme? 


FABLES/MYTHOLOGICAL
#1 Book Like
The basic game play is alright, the challenge is how do you get the tools/items and fight the combat. 
#2 Hercules Battle
Same issue as the other fables idea. 


PANASONIC/SIA
#1 Plane Match Up
This look ok. If you want, you can edit the layout image to make it look more relevance, will make it easier to understand too. 
#2 Language Co-ordinator
This is alright, just that you need to decide on the implementation method to make the connection between the music and the words appearing feel natural.

Improvisations done;
Changed Game Idea "Departure Rush" to "Air Traffic Rush"
Description: Controlling of air planes to their designated destinations without crashing into one another. Clicking game. Simulation and coordination game.

New sketch for "Scanner"



New Sketches, more detailed for Fables/Mythological,

#1 Hercules: Escape from Hydra's Island
Chose to focus on the 2nd Labour where Hercules fights with Hydra. Player have their freedom to choose their own actions (Decision Making). Story based.



#2 Adventures of Nezha
Battle-on concept, with Quests as the storyline to the story of Nezha. Battle stages, elementals fights against AI.

Panasonic/SIA and GGJ will be explained verbally during presentation.

Supervisor comments:
Final presentation for pitch is acceptable. Pitch is more on visuals and speech based. Therefore, we have to work on our presentation and convincing skills, how we sell out our games to the audience.


Meeting's Conclusion:
Completed improvisation for the presentation;
Editing sketches,
Implementing a new game for CAAS,
More detailed brief on the Fables/Mythological.


End of preparation for presentation.

Reported by,
Marzie