Tuesday, December 12, 2017

ePortfolioPost3_Ayala_Sonia

In Survive the Living the Undead are the least of your worries. In this zombie tactics survival game, players must fend off zombies, encounter other survivors, protect their party, and survive by any means necessary.

Team Name: Team 9 - DSG 
Game Name: Survive the Living

Our target audience for our game was people between the ages of 15 and 26. Our game would mostly appeal to explorer types since exploration would be rewarded with events and loot. This game would also appeal to people who are interested in zombies and apocalyptic media.

In the development for this game we ran into a lot of problems. We knew that the idea worked. There are plenty of strategy RPG games out there's and ours would be similar to something like Fire Emblem game play wise, but wouldn't have all it's mechanics and some new ones. On top of that it's a zombie game which we knew there was an audience for. Despite this a lot of our initial playtesters didn't think the game was fun. Our first playtest had players express that the game lacked any form of challenge, tension, and that our map felt empty. We were surprised to hear that one of the playtesters from this group didn't think there was any challenge or tension because his team had only a few health points left and almost died. This was the most helpful feedback we got, because unfortuneatly the other suggestions were more features to add to the game such as player interaction, status effects, and other things that were very much out of the scope of our game. We couldn't think about adding new features until the base game itself was fun.


Our solution was to give players turns instead of going at all at once, giving zombies a much larger hearing radius, giving players equipment that could reduce how much noise they make, and filling the map with a lot more zombies. We also made the game so players wouldn't want to fight every zombie they saw and most players did end up running away zombies at some point.


Another issue we had was that we kept going way over 15 minutes during playtests. When Dom and I playtested on our own time we didn't consider that we didn't really need a DM and understood all the rules. During playtests players had to read the rules, often would ask questions at some point to clarify an action, and had to wait on us to do anything that required the Game Master such events and zombie movement/attacks. We also had a couple playtesters say that the game felt sluggish and slow. To solve this we upped the player movement from 5 to 7 and zombie movement from 3 to 5. This not only helped the game move faster, but slightly increased tension as players worried a bit more about zombies reaching them despite still moving two spaces faster. It looked more dramatic seeing a zombie move 5 spaces on a board towards them then moving only 3 spaces which barely seemed threatening.

We also had issues implementing guns into the game. It seemed unrealistic for zombies not to hear a gunshot from across the map, but it was too easy to have in the beginning. We solved this by not have players start with a gun and instead made it a reward if players explored the police station which was a bit away from their target destination. We also found that players seemed to have more fun when they didn't have a gun at the start.


If we were to continue with this game there were some ideas we would have liked to see. These ideas include hunger, scouting buildings, different types of objectives (ex. defeat all zombies, gather resources, survive rounds), and status effects. We had a lot of ideas we wanted to implement, but sadly didn't have enough time for. I don't really know what I would have changed about our development process. I think something that would have really helped would have been doing research on strategy turn-based RPGs. Our biggest struggle at the beginning was trying to figure out how to place everything on our map.

Thursday, December 7, 2017

Post 14: Swing that Sword!

This week I focused on starting (and polishing) the shots where Kayla is bearing her sword. This particular shot was really tricky for me mostly because of the camera movement. Camera movement is definitely not my strong suit when it comes to animation. Usually I've avoided or handed it off to a friend who I trusted to do animate cameras. Not this time! It's not perfect. I kinda wish I could have made the camera follow the sword, but I think a better solution would be to make the sword not swing off camera then back in at the very in. Instead I'll try bringing the sword more left so it doesn't off camera on the left side.


I also got a lot of helpful advice for this one! Bring the camera closer, have the camera dip a bit to signify she's drawing her sword, and giving some cushion frames at the beginning and the end. The cushion is super slight as .2 to .5 degrees over 10 to 20 frames. Is it even noticeable? More than that feels like too much!



This is the second shot I started this week. I'm not sure what else to do with this one aside from maybe speed it up a bit and bring the gamer closer. The eyes bother me a little too. I haven't spent as much time on this one though.

Thursday, November 30, 2017

Post 13: Finishing Up

I redid Kayla's reaction to the treasure so it was a bit more dynamic and the shot was more interesting. I even messed with the camera to do a little zoom it. I still need to add the textures and environment for this one.


I also fixed this shot and added its textures. Before the tail twisted in a weird way because I didn't move the dragon's body. This time I just moved the whole dragon's body off camera. I think I'm pretty much done with this shot. I'll polish later IF I have time (but I get the feeling I'm not going to have a lot).


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Thursday, November 16, 2017

Post 12: Looking Up From Map

This is the shot I worked on this week. I focused on the first half which shows her looking around for the treasure right before she spots it. The poses still feel a bit sticky. I wanna add more overlap and anticipation so hopefully I'll finish that up next week

Thursday, November 9, 2017

Post 11: Doing More Inbetween Stuff

This week I worked on some of the shorter inbetween shots since I was going to be out of town for most of the week.

This shot shows the bone being stepped on and broken. It could be better, but I think I'm done with it for now. There are a lot of other shots that need my attention. This shot is so short and quick, but I think it gets the point across.



This is the shot that shows the dragon waking up from the bone breaking.

Thursday, November 2, 2017

Post 10: Adding More Character

I got a lot of feedback for this shot saying basically how it was too simple. Pozzi in particular didn't like how the girl looked up from her map and suddenly found the treasure. It's going to put me back a bit (because the shot is now at least twice as long and needed to be completely redone), but I think it'll be worth it. I made my poses and this is what it looks like after being splined. I still have to work on the timing and add overlap.