Class Hours: 10:05 – 2:40
Mr. Cronin
Notes
- Still have a sub, all specifics in the Wednesday 3/25 Dayplan.
- Remember that you end up in English today after lunch!
10:05 Attendance
10:10 Skills Production

Game Design Track / Mr. Cronin

Alpha Testing Revision

One of the elements that the judges want to see during the pitch for your game is the idea of hearing feedback from players, and making smart revisions to improve the game. First Draft does not equal final draft.
This week the aim of our Skills project is to fix issues in a before / after model.
Step 1
- Evaluate feedback / areas to improve from our Alpha Testing – see below team by team.
- Pick 3 elements which you as a team think are the most important.
- Document the 3 broken elements in the game using OBS. You must document the problem as an MP4.
- Bring into Premiere – and just like Ben and Wyatt and Jaden have done recently, use text to demonstrate the issues. Make sure we can read the text and that it looks professional. Show us the brokenness that people are talking about in the feedback!
Step 2
- Fix the 3 issues you documented.
- Document the 3 fixed elements in the game using OBS. You must document the FIX that your team did as an MP4.
- Bring into Premiere – and just like the “before”, use text to demonstrate and explain the fix. Make sure we can read the text and that it looks professional.
Each team needs to go through the comments and find the 3 issues that your team agrees is the most important to fix, and that is your area of focus this week. Taking feedback from users, sifting and picking out the major issues, and solving these issues. Major issues.
Sightless Studios
- Get the combat more fleshed out, maybe add a dodge and lock the room when seeing the boss.
- I cant pacifist run
- I stick to the walls
- I think the hit system is hard to see, if there was some indication that they were taking damage it would be easier.
- The collision with the platforms and player are a little funky, so id probably work on that first, with health pickups being the thing i focus on next
- Flesh out the design of the second level a bit more, also the hitboxes for attacking were a little off at times. And also the ability to infinite jump against the wall which probably wasn’t intentional.
- maybe have a little tutorial at the start on how to move and things like that and make it a bit easier for noobies
- “Make the walls less sticky, The combat sometimes hit twice”
- Definitely needs some more polishing as far as the movement because it feels a bit janky/slow but still fun.
- The enemies still block your movement for a second after dying
- the sides of the platforming could be cleaned up a bit
- Enemies can hit you really easy and its difficult to win other than just spam click
- the glitch where you couldn’t move unless you attacked
- I’d like to see the character move faster. Jumping feels like it is a little slow, I’d like to jump with more force, not higher, but just with more quickness off the ground. Fixing the sticky walls is important. Also, adjust hit box on enemy to be a little further out so we don’t have to get so close to take damage ourselves every time.
- Just working on the detail within the map, and also making the title screen more pleasing to look at
Greywood Studios
- destroying objects needs some progress but otherwise this works great. Keep up the good work!
- rooms are a bit empty
- easier way to tell that you died
- I’m going to suggest a delay from the death of your character before respawning. This can be completed with a CoRoutine. Also, I’d like to be able to push more objects in the second level, as I only found one that I was able to push. When we push items, it might be cool to have something. It is not clear after I get the lamp what I should do next, which is ok, I like to figure it out if it is a puzzle – but it needs more of a puzzle. Game needs a title.
- the hit box of the other stones, its janky
- Fixing the collisions on the boxes that kill you in the 2nd puzzle, also feel like the environment could use some more decorative elements
- “the collision on the pushing minigame seemed to be broken, and the game had a severe lack of john pork and skibidi toilet”
- The games pushing death puzzle
- Continue to add steps at the final room
- it’s okay if the game is going to look minimalistic, just make sure all the assets match
- I think that the blocks in level 1 makes it a little more clear when you die.
- More details, tutorial level, colors!
- there isn’t much in terms of art yet, which is understandale, but I don’t really understand what the story really is yet either
- maybe some more npc and have the level 3 a bit harder in the test
Agent Flea
- too hard and add a little health bar for the enemy’s i didn’t know how many times i should hit them and to the casele as well i didn’t know how much health it had left
- The ability to manually start waves when you’re ready, I wanted to explore at the start but the waves start almost immediately
- The boss being 5 countries away and basically not moving
- maybe have a tutorial level?
- i can’t really tell if i’m doing damage or not, try adding a stun mechanic or something
- I’d like to see an establishing shot (flyover) of the scene and specifically the sand castle. Then a countdown with UI that says “Defend the Castle”. Change boss to be red or another color so we know we are working against the boss.
- Differentiation between the normal enemy and the big boss besides size, maybe different colors. Also include some cutscenes for the different waves and potentially a tutorial level as well instead of jumping right in.
- ending? or show sand castle heath
- maybe something at the start to tell you how to hit?
- there is no visual that you are doing gamage, maybe having a level up system would also help with the combat feel more alive.
- i think that the enemys should either take less hits to kill, or you castle should take less than 1 hit to destroy. also its a bit repetetive
- I can’t tell when I’m actually hitting enemies because there’s no visual indicator
- It feels like there were times where the hitboxes weren’t always clicking. Otherwise great work!
- It was hard to know if I was hitting the enemy at first.
Your “Week 25 Skills Grade” will be derived by:
- How well you as a team select the most pertinent issues. I can’t give as much credit for fixing a color choice, compared to fixing the wave mechanics and timing.
- How well you demonstrate both the before and after of the process.
- The overall quality of the MP4. Not just resolution, I am talking production quality, ability to read the text, etc.
Create a team folder inside of “game” inside of “skills” called teamNameAlphaBeforeAfter.mp4.
It must be in this folder by the EOD Friday, and I will copy this down with our Week 25 work at 7AM Monday, March 30th.
10:50 Morning Break (10 minutes)

11:00 Skills Production

11:55 Lunch

- No food in the room / eat in the Cafe.
- You are welcome to return to the room when you have finished eating and work / hang out.
12:25 English

1:10 Afternoon Break

1:25 Skills Production

2:20 “19 Minutes”

Every day in GAWD will end with “19 Minutes” of silent reading. Closing down our day with silent reading provides many benefits:
- Improve Literacy Skills / Reading Stamina
- Create space for a small reading meditation where we can disconnect from the world and get lost in a story
- Unplug
At the end I will 3 students and ask for a 1 sentence explanation of what happened.
2:40 Dismissal
