Week 5 - Bernardo Pinto


The only things left to prepare were the video showing a demonstration of the prototype and the tech feasibility.

You may remember that my prototype was a battle UI, aiming to make sure the players could smoothly and easily interact with the game during the battle. The structure was mostly defined in the final iteration of the prototype, so all that was left to do, was emulate a scenario, and run the users through it, using the interface they gave feedback on. This meant creating new images using the last UI.

1 - Select move


2 - Select ability


3 - Select attack location


4 - Round end


5 - New round start

Here is the video demonstration:



Unsurprisingly, none of them had any trouble with it, albeit there is some bias, because they already know what  each element does and where it is. Nevertheless, I believe a new user would have little trouble following it.

Regarding the tech feasibility, this took longer than I thought. In my case, I took care of the game engine research, and I was surprised by the amount of game engines out there. Some even surpassing my expectations, considering you mostly only hear about Unreal Engine and Unity.

I tried to analyze them by making sure they fit certain criteria beforehand (such as 2D, free or very cheap, good documentation, etc...), and if an engine didn't match any of them, it wouldn't be taken into further consideration. We ended up choosing Unity because it fit all of our requirements and most of us are already familiarized with it.


Lastly, we had the pleasure of reading some stories the game writers prepared for us. I have to say, I was pleasantly surprised. They fit well with our theme, justified events in the game and were quite imaginative! 

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