3rd Cloud:
well this game seemed fairly interesting, as they were able to put together an electronic prototype for the first prototyping session. From the looks of it their game's aesthetic is similar to the very old style or RPG. Not sure what else to say except the game gives of a feeling of nostalgia. The presentation was fairly well done and they seemed to test the mechanics of their game well. And the results of their testing seem to point to their team needing in improve the interactivity of their game.
Food Fight:
this game also seems interesting, and i thought that this team chose an unique way of prototyping their game, as they used the battle ship model to prototype a worms/gunbound type game. apparently they still learned quite a bit of stuff from the prototype so it seems like it went well for them. based on their testing report, it sounds like their mechanic is quite solid as battle ship style strategy maps fairly well to a worms style game. Although they didn't show much art to give a feel of their aesthetic, and I didn't exactly get a feel for the dynamics of their game.
Drive thru tycoon:
what i liked about this team was the fact that they tried a real time paper prototype which seems to be an optimal solution for prototyping their type of game. This team also seems to be making good progress on their electronic prototype, although i do find their game a bit hard to understand. The mechanics of this seem to be based on the same mechanics as dinner dash, which doesn't seem to be a bad choice. The aesthetics of the game seem very simple (flash style), although i suppose it works for them. In terms of dynamics it looks like this team is changing their dynamics, and improving them, adding complexity / challenge as the game progresses, looks quite interesting.
Circular Strife:
This team seemed pretty interesting as they also had a real time prototype and used an rc car/ pieces to prototype their game. what seemed best about this method of prototyping is that it seemed to match up with their electronic prototype very well compared to other methods of prototyping. The mechanics / dynamics of this game look very interesting given the fast paced action demerit system, although as little of their final game was shown i don't see much aesthetic. However from their presentation it seems like this team learned that having a smooth control system can be very important for the aesthetic of a game.
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