sexta-feira, 30 de março de 2018

Low-Fidelity Prototype



Like my most esteemed colleagues have said, this week we've met our fellow developer and game artist from the Faculdade de Belas-Artes, Carolina Pereira, and we started making the low-fidelity prototype (see the above image).

We've settled on making a board with the arena split by squares, 3 by 7, in which each player has 10 seconds to make an action - sprint, melee or shoot - and after that all players reveal simultaneously their actions.

Next week we'll have the feedback from our focus group, so stay tuned for more updates!
This week we had the opportunity to get to know and work with our art colleague who collaborated in the elaboration of the prototype.

After some experiments, we decided that it will be very difficult to test the dodge mechanics in this prototype of low fidelity, choosing to remove this part.

 The next phase we will hold a workshop with the focus group

quinta-feira, 29 de março de 2018

Building the prototype

So This week we started to build our low fidelity prototype. We got together and decided to go for a tiled based map with a turn based system where every player reveals their actions at the same time.

We tried to focus on the movement, shooting and attacking mechanics, as wells as picking up coins and making other players drop theirs.

After meeting with our professor to get feedback and making some changes to our tile map, the next step is to schedule with some of our focus group members to come and play the prototype so that we may get some feedback.

Stay tuned for more updates!

sexta-feira, 23 de março de 2018

Right now we are in the middle of the first development cycle.  We have already defined several things relevant to the game, and this week we dedicated our attention, to find out what our focus group would be, as well as to define the player personas and play scenarios and with this we finalize the concept document.

Next week, the focus will be on creating a low-fidelity prototype.
Just like Diogo said, this week we finished and delivered the Conceptual Document, where we defined various aspects of our game and project, like the focus group, gameplay loops, play scenarios, etc.

So for next week we're planning on getting together to build the prototype and then having some people from the focus group try it to gather some info about the overall experience.

Comeback next week for more news on the prototype's development!

quinta-feira, 22 de março de 2018

Focus Group

This week, on MoneyGrabbers:

We've contacted our Focus Group so that we can test our coming Prototype which will be developed next, now that the Conceptual Document is delivered. This will be a low-fidelity Prototype, nothing too fancy, just to understand better the players' actions and also to receive feedback from them, again, nothing too fancy.

Stay in tune for more updates on MoneyGrabbers!

sexta-feira, 16 de março de 2018

Concept Document: Stakeholders

As my fellow developers have stated, we're now developing the Conceptual Document, and as of now I'm describing who the Stakeholders are on our game. Essentially, a stakeholder is anyone who has interest or influence in the making of this game. Players are obviously included, but also its friends (being not players themselves), parents or organizations affected by the game, the whole developing team and the game's producers.

More to come regarding the development of the Concept Document and its topics soon. Stay in tune!

quinta-feira, 15 de março de 2018

Right now we are in the first development cycle. At this stage the goal is to define some basic ideas for our game.

So far I have written the game loop of MoneyGrabbers as well as builds the corresponding conceptual map. Game loop corresponds to a set of several "actions" that the player has/can perform repetitively until the game comes to an end.
This week marks the start of the First Development Cycle, and with it comes our first assignment, the Conceptual Document.

In it, we'll write down the core ideas of the game, so that later on we can use it as a guide for the game's development. Also, if during the development some ideas of the concept change, we can, at any time, update the document so that it always conveys our vision of what we want MoneyGrabbers to be.

As of right now, we've already started writting the Conceptual Document and I've written about the Competion and our Experience Goals for MoneyGrabbers.

That's it for this week's update, see you soon!

quinta-feira, 8 de março de 2018

What is MoneyGrabbers?

So, what is MoneyGrabbers?

Imagine you're walking on a busy Manhattan street, totally devoid of any problems. You live a quiet life. Until now. You see an armored van crashing and a s***load of money starts flying everywhere. Who doesn't want a piece of the pie? Welcome to MoneyGrabbers.

MoneyGrabbers is a local multiplayer game in which you compete with your friends to grab the largest amount of coins in the arena before the time runs out. For this you can steal from other players, while they try to steal from you. Each round will be 15 seconds long and in the end if you don't get out quickly, the cops will get you!

I'm Diogo (not to be confused with the other Diogo :D) and I'm not part of the development team. JK.

More news on this game next week. See you soon.

quarta-feira, 7 de março de 2018

I am Diogo and I am also part of the development team of this project.
This week our work as a team consisted of choosing a basic idea for our game.
We agreed at the end of some exchange of ideas that the goal is to develop a local game party.
This idea led us to MoneyGrabbers!!

Introduction

Hey, my name is João Genebra, I'm one of the members of the MoneyGrabbers development team.
This is my first post, and since the First Development Cycle starts next week, the only thing we had to do this week, was to prepare the concept presentation of MoneyGrabbers, and then present it to the class.
Hopefully, by the start of next week we will also get a new member on our team, who will help us with the art of the game while also contributing to the development of the game's core idea.

Hey everyone! MOJO has come and passed and I'm here to tell you about it. During the beginning  there were a few unexpected bugs, but ...