In this sprint we were asked to look through the lenses of focus, lens #3: the lens of fun, and lens #15: the lens of the toy.
Lens #3: The Lens of Fun
What parts of my game are fun? Why?
The games primary focus is in combating large numbers of enemies, thus the fun is to be found in the combat. The combat is fun because the way that the game is set up its so that you are an old god that has extraordinary powers and you are put against humans that have no powers for the first few levels. It’s a case of just cutting them down to get to the next stage. The mass carnage, mixed with a challenging array of enemies, that would make the average person feel accomplished.
What parts need to be more fun?
The parts that could be more fun are the exploration, scenery, and story. These are more difficult to accomplish because we have a pre-established story that's not as flexible as the combat aspects of the game. Although the scope of world environment is not as widely changing as some games, the exploration of that setting is flexible. If done right, it can be a very enjoyable aspect of the game.
Lens #15: The Lens of the Toy
If my Game had no goal, would it be fun at all? If not, how can I change that?
Yes, without a goal this game would be massively entertaining. Imagine a world environment where you could just go around smashing things. This interaction is a very common thing. If you've ever played through a Grand Theft Auto game, you can relate the ability to ignore missions and go on a killing rampage to our game if it had no goal.
When people see my game, do they want to start interacting with it, even before they know what to do? If not, how can I change that?
SPRINT 9 TASK CHART
Task Status Who
Coding
|
Rob
|
|
Collecting
and implementing assets
|
Jason
|
|
Game
Development
|
Rob
/ Jason / Jack
|
|
Story
Development
|
Txema
/ Jack
|
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