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Showing posts from November, 2016

Ba2a Indie Dev Week 7 Review

We started this week with a lecture on our sell sheets, letting us know how we should display them on submission of our prototype games. We were shown some good and bad examples of sell sheets and asked as a group what made the bad ones quite so terrible. It was interesting to see how easily these mistakes could be spotted. This exercise gave me insight into how I colour my sell sheet to make it more interesting and legible. Our skills workshop focused on how we could go about starting up an indie development project, it was nice to see how easily this can be achieved and to see all of the potential roles in even a small company. I have been polishing my prototype a little more by using the spike shaped damage causing actors as stalactites. This makes the world that the player is in seem a tiny bit more believable than plain black platforms, minimalism is what I'm going for so I don't want to overfill the screen with unnecessary clutter.

Ba2a Indie Dev Week 6 Review

We started this week with a recap, which I found incredibly useful as it showed me quite how much progress I had actually made in the past 6 weeks. I had a prototype video game, that was playable and a sell sheet to go with it. This lecture was also massively helpful with getting my blog up to date (something I often fall foul of) Our lecture also covered flow in video games, we watched a couple of Extra Credits videos that I found quite interesting. One was "When difficult is Fun, challenging vs. punishing games" Which gave valuable insight into how developers can make their games much more entertaining to play whilst still retaining difficult/challenging elements. Another was "Awesome Per Second - Don't Waste Time" which focused on how having more content doesn't necessarily make for a better game; the content has to be "awesome". At this point my game prototype is looking about ready, I just need to keep tweaking it until I'm completely ...