Wednesday, 7 January 2009

Week 14 - 05/01/09

With just two days this week before the deadline, I have finished the structure of the design document and checked it through for spelling mistakes. As it has grown to over 4000 words, there is quite a lot in there and I think it covers the work I have put in. I'm happy with the competitive analysis section and the appendix of games I have researched looks quite extensive.
With a range of imagery from the work as it has progressed, all that was left to do was hand it in and wait for the following week to present the project to the group.

Week 13 - 15/12/08

I now feel the flash file is complete and so won't be adding to it. I have found it very easy to start out by editing a small thing and find I've spent 4 hours working on something. While this was great when the project was taking shape, I now need to complete the paper work to support the visuals and so have to prioritise.
The document is largely there on the text side of things, with the wordy sections already complete. I have gone through all of my sketches and brainstorms; photographing them and then adding them to the document, with notes at the bottom of each image. I haven't always planned my work as thoroughly as with this project and its interesting seeing how the animation has progressed. It definitely made it easier to translate my ideas to flash after I had already drawn out the screen mock-ups on paper.
I have also gone through my early saves of the file, which I mainly made for safety but which make it really easy to show the project development. Its crazy looking back at the really basic screens now, seeing how many hours it has taken to complete all the work.
The document is nearly there and I'll put the finishing touches to it after the christmas break.

Week 12 - 08/12/08

This week I have gathered feedback and acted upon the suggestions I have received. I sent out a request for people to test the menu systems and follow the tutorial on the HUD screen and feedback their thoughts and how easy it was to use. Feedback was generally positive and I was glad that the GUI was easy enought to navigate that people seeing it for the first time could find their way around.
There were however a couple of areas where the navigation was slightly confusing for several people and so I have amended certain areas.
The options screen layout has changed slightly so that text apppears in the same places and drop down menus now appear on the top left of the screen, just off the navigation bar which makes the screen less cluttered and more uniform throughout.
Also, the tutorial on the HUD, which was a last minute consideration for first-time users has been adjusted so that it is clearer and more legible.
These amendments have improved navigation and later visits from people who were confused in places have been positive about the changes.
The last area I need to complete is the design document. I am over half way through it from work set in tutorials, but I shall gather imagery from my work and add it to the document next week.

Week 11 - 01/12/08

I started this week by filling in all the gaps in the GUI, where I needed to put a simple screen of content. First off, I finished the online options in the start menu with the ability now to check for updates and install them, install/uninstall mods and see fake links to community websites. I like these little details because I think they make the project feel a bit more real, like the game has a bit more substance.
Next up was the inventory section of the pause menu. I added a final screen for the Equip and Journal options and the selection of weapons to tinker now goes to a selection screen with slots for equipment. They cycle through quite smoothly and say currently unavailable where they haven't been unlocked in the game yet.
In the HUD screen, I have added a tutorial to walk the user through the different interactions they can perform. As well as finalising the animations and visuals of the radar and candle, I have added muzzle flare to the pistol and an NPC that pops up and shoots the player to show how damage will be visually displayed.
My final tweak has been a complete redesign of the banner on the start menu. It is now animated with falling coins and includes money, guns and blood in the design - as these themes will recur throughout the game. The text also has a glow and drop shadow and I think it stands out well and remains legible despite the detailed background.
With the work complete in my eyes, I have sent links out to people on my course and friends on facebook who fall into the target audience of the game.

Week 10 - 24/11/08

The main feeling with my work at the moment is to wind it down and get it all finished. I have been adding new things every week and I think its all there now, just in need of refinement. I began by finishing the options menu, with advanced options for redefining controls and several game options.
This took a while, but as I have found a theme and style within which to work, layouts and design choices are coming more naturally. I hope to have everything finished in the next two weeks to leave me time to complete the design document which outlines the entire project.
I have also decided that generating my own sounds is unnecessary for this stage in the course and that later projects would benefit more from that attention to detail. I am however, pleased with how I have generated my own imagery, as that makes the project feel more personal and original.
Using 'partners in rhyme.com' I have collected a range of free sound effects and applied them to buttons and animations throughout the work. I'm happy with them and having sound definitely makes the interaction more satisfying as you receive feedback from your actions.
I have a couple of things to tweak and several blank screens to fill but the buttons all terminate at the correct pages now. After these amendments I will gather some user feedback and make the final amendments to the work.