Friday, 22 January 2016

Task 7 - Evaluation

Task 7 - Evaluation



Evaluation of Final Major Project
I began development on my final major project on the 15th February. My personal brief stated that I should lean more to coding the game rather than making it artistic and adding assets. Therefore I set out to learn C# over the course of a month. To do this I was reading online tutorials from http://www.tutorialspoint.com/csharp/ . I personally believed this was a good idea and I still stick to that now. This website educated me faster than any other website I looked at so I stuck with it. In order to thoroughly learn C# I got hands on with some scripts that I had created. Some of these scripts include:
-HeadBob Script Tweaks
-Day/Night System
-Gun Sounds Scripts
-Multiplayer Applied GUI.
For each of these I have done them fully in C# Using a variety of methods and terminology from my presentation such as syntax, methods, variables, Booleans etc. I believe I did this part of the project well. The scripting Side came with lots of errors that I had to solve but there was nothing that I couldn’t solve by further educating myself by the aforementioned website and some online Unity 5.3.3 help.
The game that I had set out to create was a multiplayer Online FPS with a server browser. The FPS aspect was achieved right away by creating a camera that followed a parented object connected other objects (aka the player) together. However the multiplayer of my game had a variety of problems. So in order to Focus on the multiplayer I first of all tried using the base GUI from Unity 5. This Base GUI is a framework that connects to the Local IP (127.0.0.1). The local connection worked and successfully hosted a server on the same local IP for 2+ clients. The downside to the framework was that I tried to connect to a server using the College Local IP. This caused a lot of problems. Firstly the IP itself I couldn’t directly connect to and I needed a port. I asked the College ICT department to lower the security on the firewalls to see if I could access the server that way. This was unsuccessful and If anything caused more problems than It solved. Ultimately I had to abandon this project due to my main focus of a multiplayer framework.


So my previous Project was abandoned and I spent approximately a month a half doing that. So my endgame was to pitch another idea of a 2D Platformer game that would be built within the video game development software construct 2. I made the Video game “Cubey” In approximately 1 week and It is essentially a precision platformer. I believe this was my best option at this point due to the project being close to over and I had to start from scratch. 

Peer Feedback Survey results



I think that most of the individuals who played my game did enjoy it and therefore the overall feel for the game was definitely appriecated. I think that if I was to change the game in any way it may take away from the good gameplay however I believe the product was definitely a success without any changes due to peer feedback.


I think that the people who said "agree" and "strongly agree" are very correct because It was my intention to make the game difficult. The player who said "Strongly disagree" Must have found the game easy or found an alternate way to complete the game, perhaps due to bugs or glitches, that allowed them to do it easier. The game itself (in my opinion) is extremely hard. I find this part of the feedback aswell as the point below the most crucial because this was the design behind the whole game.


I think each of these points are valid in there own ways. "It wasn't" was clearly the response of the person who didn't find the game hard at all. However the intricate and tricky jumps was the point of the game. I purposely made the game hard in order to make players feel a sense of achievement when they finally beat the game.


Again taking on user feedback each of these points are valid, More levels would add even more diversity and game play to the overall game. The ability to save your game and come back to it at a later date, in the same location was a key feature that I wanted to add but due to time constraints I was simply not able to add in time for the release of the product.


I think the 2nd suggestion in this question is definitely the most interesting and the one I would likely draw Inspiration from for perhaps a sequel game. Another great Idea was colour changing of the character since it is just a pink cube with a gun. I like this idea although Adding it would have been (in my opinion) a waste of what little development time I actually had left. The first suggestion doesn't really mean a whole lot, the games mechanics are very simple however "adding a mechanic" isn't really thorough enough feedback for me to go off of.


I'm glad people find there is enough gameplay for a game within just 2 levels. However I think that these people may have been stuck in this game quite a lot. In my eyes, the gameplay is scarce. There are only really 2 levels and the second is a harder clone of the first with further intricate platforming. The Fact that the people agree there is enough gameplay is suprising but it's most likely because they spent a long time attempting to complete the game.


I think the fact that only 1 person completing the game actually speaks out for the games difficulty. The whole game was supposed to be really hard, even somewhat during the tutorial. I'm glad it took the person around 1 hour + and not sub 1 hour because the game would've otherwise been too easy. The fact 2 of the players had given up during my game was a statement to how truely difficult the game actually is.



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