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OnePD Feedback Day!

Faculty of Mathematics and Physics

Charles University, Prague

Vojtěch Černý

Game Development I

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What do you get?

  • This course gives three kinds of feedback
    • Peer reviews
    • Personal feedback
    • General feedback

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Project A

  • 17 projects available on-line (as of yesterday)
  • Altogether, many cool ideas!
  • Receiving up-to 20 points

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Feedback

  • Pay attention to it, incorporate it

  • You should always listen to the feedback.
    • Except when you shouldn‘t

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A smart person learns from his mistakes,

but a truly wise person

learns from the mistakes of others.

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Shown examples

  • Demonstrate only the current point, might be lacking in something mentioned on other slides

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The main point

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The level layout is too small

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LEVEL SKETCH

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The level layout is too disattached

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LEVEL SKETCH

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Make the level layout the king

LEVEL SKETCH

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Example

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Example

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Example

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Text vs graphical

  • Text is a back-up plan

  • It is used whenever you can‘t explain some design purely visually

  • But if you can‘t say it visually, write it down

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Technical low-level

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Hand-writing

  • Technical-people hand writing often hard to read
    • Medical doctors are even worse

This is not how your handwriting looks

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Pick a good font

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Rasterized graphics tools

  • Vector tools are so much better

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Color palettes

  • Using similar colors for different things
  • Using different colors that aren‘t in the game
  • Not being consistent

  • Doors that are hard to see

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Providing legends

  • Good idea
  • Squares of different colors might be hard to distinguish/understand

  • Ordering?
    • Start to finish
    • Group logical things together (Chomper+Spitter)

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Using in-game graphics

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Partially using in-game graphics

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Using close-to-ingame graphics

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Not being clear

  • Don‘t let the implementer design things
    • He will have a lot of freedom anyway

  • What‘s fine:
    • The damage of these enemies should be tuned to adequate difficulty

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Describing technical details

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Describing the big picture

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Put yourself in the reader‘s shoes

  • Similar to writing/commenting code

  • Try to streamline the understanding process

  • What would you like to read first? What last?

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Hacker mentality

  • Try to carefully examine every piece on

„What can go wrong?“

  • In some ways, your whole design can be broken by a single weak link...

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Gameplay

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Redoing everything

  • Somebody will have to implement that level
  • Using just 2D GameKit features is fine

  • Make real estimates
    • (coding is hard to estimate)

  • Maybe you don‘t need 17 power-ups?

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Small easy changes

  • Timer lasting 2 minutes and the game restarts if it is not beaten
  • Moving pillars/platforms with spikes
  • Limited ammo
  • Having slow/fast bullets (scripting HW)
  • Forbid kneel
  • Slower gravity in a part of the level
  • ...

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Show the jump height

  • Absolutely key to understanding the design
  • In regards to blocks
  • Also show the jump-length?

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Moving platforms

  • Mention the speed
  • How are they synchronized?

  • Can be mentioned as the kind of experience you want to provide

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Movable boxes

  • Pressing buttons
  • Squishing enemies

  • Show how they should be used
  • Dead ends possible?

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Enemies

  • Melee and ranged

  • Field of view?
    • Angle & size

  • Best way(s) to deal with?

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Define the scale of your objects

  • It is important how big the objects are

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Respect the boundaries of Kit

  • The kit is tile-based
  • Has a lot of things implemented

  • Making everything different may be hard to implement

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Work on a grid

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Mentioning vague ideas

  • „There should be either X or Y“
  • „There should be something like X“
  • „There should be an X (without explaining, assumes everybody knows it)“
  • „There should be a fight scene“
  • Just a picture of an element without describing how it works

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Be clear and concise

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Golden thread

  • Prevents misunderstanding on how should things work

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Show connections

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Describe your design

  • Explain the problem the player will face

  • Understand what he‘s likely to think
    • Maybe very different from your own

  • Make the implementer understand

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Describe your design

  • Good example:
    • This area is supposed to teach the player the jump action and that he jumps further when holding the key. Thus, the last jump should be far, reachable only when the key is held.

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Describe your design

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Estimate the length of the level

  • Submissions have vastly different lengths

  • Estimates are hard

  • Visualize the player playing the level
  • Mock-up level without features

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Subjective gameplay

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Difficulty

  • Maybe surrounding the player with many enemies is too hard?
  • Do the enemies serve a point (repetitiveness)

  • Make sure the player can deal with obstacles individually before you recombine them

  • Difficulty curve

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Introducing obstacles safely

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Dead-ends

  • Can the player get stuck?

  • Forcing the player to restart the level because of running into a dead-end
    • Is it fun?

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Variability

  • Maybe too much to ask?

  • Simple alternative playthroughs are good
  • Adding secrets?
    • Make sure to explain clearly in the design

  • Random power-ups are maybe too out of control?

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Journal entries

  • We read them, often
  • Write more subjectively:
    • What you‘ve done is mostly clear
    • What was easy and what hard isn‘t
    • Any extra thoughts are much appreciated

  • There should be (at least) one each week!

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Expert review: GMTK

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Wrap-up

  • Project B starts now!
    • By a wheel of fortune, it was decided that this year, you will implement your own Project A‘s
    • Start now!

  • Project B – implement the game design
    • Your own or someone‘s?
    • Stick to the GDD (for real)
    • Weekly (!) journal
    • Deadline: 2nd practical in April

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Discussion & Consultation

  • Any questions?