Week 5 - Daniel Correia
As the previous week I focused more on the functional prototype of implementing a multiplayer system, this week I had to focus on making a low fidelity and low functionality prototype to test some port of our game's gameplay.
I decided to tackle our design goal of "Communicating with their partner will not provide a huge advantage". For this I made a prototype that would test the player's decisions during a battle in three different ways:
- By not talking at all;
- By allowing a pinging system, but without allowing to talk;
- By allowing to talk freely;
I made the prototype in draw.io that easily allows to draw grids and move objects around, as seen in this image:
I could easily have a grid and simulate visuals being dragged while the players make their decisions. Because of time constraints, this prototype only tested one battle round for each scenario, but it did give a rough feel of how the game would be comparing those different ways of communication.
Then I had to analyze the feedback I got from playtesting the prototype with the different testers, and I found it interesting that most actually preferred the pinging system as it still gave them a bit of challenge compared to always knowing what the other would do.
Finally, I had to make a demo video for both this one, and the functional prototypes, As you can see here:
Get Deuce's Tower
Deuce's Tower
MDJ Project 2021
Status | Prototype |
Authors | David Pereira, Bernardo Pinto, DanielVC, TigoDelgado |
Genre | Strategy |
Tags | 2D, Co-op, Turn-based |
Languages | English |
More posts
- Week 13 - Bernardo PintoJun 04, 2021
- Week 13 - Daniel CorreiaJun 04, 2021
- Week 13 - David Pereira - MoJo and PlaytestingJun 04, 2021
- Week 12 - Tiago DelgadoMay 28, 2021
- Week 12 - Bernardo PintoMay 28, 2021
- Week 12 - Daniel CorreiaMay 28, 2021
- Week 12 - David Pereira - MoJo PreparationMay 28, 2021
- Week 11 - Tiago DelgadoMay 21, 2021
- Week 11 - Daniel CorreiaMay 21, 2021
- Week 11 - Bernardo PintoMay 21, 2021
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