Words of wisdom and thoughts of enlightenment will introduce you to my world from the dark side of the moon perspective: what is seen of me is not all that is within me. Light can only display what is being illuminated, while the shadows hold the infinitely unknown and unseen. These words will guide you as light in the shadows, presenting you with the real, behind the scenes Daniel Rambacher.
Thursday, March 10, 2011
Reflection on Our Gaming Presentation
I believe that our presentation for our game design, Calus, went fairly well. We took a lot of time in coming up with the concept, and delivered what we proposed to. However, I believe we could have presented it in a more professional manner, rather than presenting it as we did - just for class. We did not seem very convincing in trying to sell the game to investors, and I wish we had been stronger in the area. I also feel that our rules may have been too basic and that we should have gone into more depth with it. I think the only rules we had were that if you kill innocent bystanders then the furies come and you have to fight them, and that you have health that needs replenish or you will die. I feel that we could have gone into more depth by adding what limits the world has, the rules regarding money use, rules of the levels/worlds, and rules about the character. This was the hardest because we knew we only had 15 minutes to present and did not want to take all the time getting out all the rules. We wanted to go into more depth because we felt the rules could entice the audience further into the game, but unfortunately we could not. I believe we presented strongly in the other areas (goals, mechanics, and objectives). The goals were to beat each level, then each boss in their respective worlds; the mechanics were basic Xbox/PlayStation controls on those platforms, and a over the shoulder view; and our objectives were to gain powers and weapons (and titans) to eventually meet with Zeus once more and to defeat him (all of course in more depth).
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