Final Evaluation
To test the success of the game I made the following questionnaire for people to be able to evaluate the game.
1. What were the sections of the game you did not understand?
2. What parts of the game helped you the most to finish it?
3. Is the world easily explorable? And what makes it so?
4. What improvements would make the game easier to complete?
5. What parts of the game would you like to see used more often?
After people had evaluated the game using the above evaluation questions, there seemed to be similarities in the answers. I noticed that my point was not very clearly showed in this game. I believe that the reason behind that is that i chose a point that is very hard to explain in a game as such. Another similarity is that the instructions were not very clear. I personally do think that my instructions were clear but they must not have been so for the other players.
Next time I would choose a topic that is easier to create my game around and one that is easier to see and understand for players. I would also have tried ro make the instructions clearer by having peers check it before completion.
During this unit/project we could not use the investigate section because there was nothing to evaluate during this project. The other section of the design cycle that we could not do any thing on was plan. A plan could not be created as the platforms that were available to us were very limited and so not much could be planned. For the create section we were once again limited to the platform. Once we had an idea of how our game was going to work, the platform would either limit it or completely stop that idea. The other problem with create was that it was really hard to create a game, using that particular platform and in such a short period of time, that had any educational value what so ever.
This project did not and could not have had much impact on the world as it was created in too short of a time period. The game was fun to create and play yet the limitation of the platform and time limit restricted it form being much more.
Tuesday, December 13, 2011
Plan
CRITERION C PLAN
PLAN THE PRODUCT / SOLUTION:
Step One
Task: Decide on the genre of game I will be making. Date due:
Process: Try out a variety of different genres and then pick the one that solves the problem in the best way possible.
Step Two
Task: Find and decide on a game creating software to use.
Date due:
Process: try out different software like Kodu and Game maker
Step Three
Task: Start by trying out different ways to solve the problem in inside the type of game I am working on
Date due:
Process: work on simple solutions to the problems on a empty world to get a good idea of how to program and set the final world
Step Four
Task: Create the world I will use for my final game. Date due:
Process: Try different environments with different colors and characters
Step Five
Task: After creating the game get peer feed back Date due:
Process: just ask people to try it and to evaluates it
Sunday, November 13, 2011
Survey
- What were the sections of the game you did not understand
- What parts of the game helped you the most to finish it
- Is the world easily explorable
Sunday, November 6, 2011
Create
Create
I have decided to use character and platform help to solve the problem of not knowing how to finish the game.
I chose those two because it makes the game more interactive and it lets you explore the world.
The platform has limited me from creating the game i wanted. After trying to find ways of doing what I wanted and failing, I decided to do something completely different.
After I did not like my first world because it was too complicated and did not let me do what I wanted; I decided to make a new and much simpler one. It was simpler which helped, as it let me have more time to actually program the game.
I have decided to use character and platform help to solve the problem of not knowing how to finish the game.
I chose those two because it makes the game more interactive and it lets you explore the world.
The platform has limited me from creating the game i wanted. After trying to find ways of doing what I wanted and failing, I decided to do something completely different.
After I did not like my first world because it was too complicated and did not let me do what I wanted; I decided to make a new and much simpler one. It was simpler which helped, as it let me have more time to actually program the game.
Thursday, November 3, 2011
GameDesign
- Teach how to complete the game if you are stuck
- Adventure & Platform
- Kodu
- use help platforms
- Character help
- Hint button
- Adventure & Platform
- Kodu
- use help platforms
- Character help
- Hint button
Saturday, October 8, 2011
IB Learner Profile Poster Reflection
Design
The first thing we learned in class was how to make a blog on Blogger. After we learned how to make a blog, we made one. In class we also learned about the rules of design. We learned about the rules thirds, hierarchy, alignment, color and font. All of those rules really helped me make my poster better than it would have been with me not knowing any of those rules.
Create
I chose the following IB learner profiles: thinker, communicator and balanced. I chose thinker as it is the one that should always be used in a school, especially in an IB school. I chose communicator because I do think I am a communicator. And finally I chose balanced because it is one of the IB learner profiles that one needs to be throughout ones whole life and in everything one does.
My chose to make my posters as simple as possible because I wanted them to be only a reminder of the IB learner profiles not a place for information on them. The three posters use the same format which is a black to white (bottom left corner to top right corner) gradient as a background, a black and grey IB logo (bottom left corner), a faded picture of a statue that represents that particular IB learner profile (covers the right side of the poster) and a grey title in the left hand corner (different grays were used in the same word to make it more readable).
All the posters use multiple rules of design. The posters use the rule of third as the title is in the left hand corner and the statue is in the right. They also use the rule of hierarchy as the important things (the title and picture) compared to the small IB logo. All three of the posters’ background use contrast and light to draw the eye towards the top of the picture using the black to white gradient.
The only change I made was that instead of putting information about the learner on the poster I left it out because, wanted to keep it simple
Attitude
My attitude towards Photoshop changed greatly. I used to hate Photoshop because I had never been taught how to use it, but now that I do I think it is a very good tool for photo editing. I think this unit has really changed my perspective of design know every time I see a poster I always try to see how I can make it better. Most of the student did not like that effect the unit had on them I feel quite the contrary; I am glad that I can look at posters and criticize them with the right terms and reasons.
Sunday, October 2, 2011
Monday, September 12, 2011
Sunday, September 11, 2011
Design Rule
Rule Of Third - Power shown from left to right and top to bottom. Uses grid.
Rule Of Hierarchies - object + people above or in front have more power/ importance
Rule Of Contrast - Use of dakness and bightness to emphasize objects
Rule Of Repetition - For emphasis and reinforcement
Rule Of Alinement - Objects alinement on the screen
Rule Of Hierarchies - object + people above or in front have more power/ importance
Rule Of Contrast - Use of dakness and bightness to emphasize objects
Rule Of Repetition - For emphasis and reinforcement
Rule Of Alinement - Objects alinement on the screen
Thursday, September 8, 2011
Sunday, September 4, 2011
Sunday, August 28, 2011
Repetion Poster
Repetition
The use of an element more than once in a design.
The purpose is to emphisize a point or to direct the eye to an area or element of the design.
Thursday, August 25, 2011
Subscribe to:
Comments (Atom)






