Saturday, April 23, 2011

3 Sessions, 3 Changes

Session #1

After I had the major components of the game (combat and furniture) I sat the game in front of some random folks and asked them what kind of furniture they wanted.  I got a lot of answers, the tops ones being:

I don't know,
Something cool looking,
A chair or something.

Okay, so the people don't know what they want.  Over the course of the next week I made a piece of furniture everyday.  When I sat down with play-testers again they liked every single piece (the piggy bank especially).  It didn't seem to matter to them what the furniture was, or what it did, just that it was there.

Change #1

Added Lots of furniture, stopped play-testing for content, resumed play-testing for combat feel and bug issues.

Session #2

This time I sat down with Xen with a later version of the game to see how he felt it was going.  Turns out he hated the combat, still.  He still wanted to have mouse controls and he also wanted a grappling hook, and environmental additions to combat, and lots of other stuff.

Change #2

I imagined I would do all this for about half an hour, then I realized I was feature creeping.  The one change I did make was the mouse controls.  It did significantly increase the fun-factor for combat, but made the arrows look weird.  Later I changed them to shurikens.

Session #3

For my last play-testing session before The Career Fair I wasn't expecting a whole lot (I was super focused on the job hunt)  but Moxie and BadTV pointed out one very important aspect of my game I had neglected:  My game had no sound or music.  Well crap.

Change #3

Obviously something had to be done!  After much adventure (which I might go into later) I found the right music for my game, as well as some sound effects.

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