Wednesday, 30 July 2014

Reviewing half way through

We had to make a pro type half way through so that we could see how thing safe going and see if the game was going down the right path or if we needed to change certain things with our game. The thing about our game was that we tried to keep the balance between aesthetics, coding and meaning. This is because we wanted our game to be made in a certain way so that no part was stressed more than the meaning because the only thing that we wanted to show better than anything was the meaning.

Our pro type helped show us that we needed to show more meaning in the way that it had been done because at this point we had got some feedback and realised that with letting people play our game they still where a little lost in what had to be done so we realised that the narrative with our game had to be stressed even more so that our game flowed perfectly without loosing the user or player the whole way through.

The good points about our game was that we realised that our meaning was working and that the meaning was getting across, the aesthetics where good and sounds were being implemented perfectly.

The meaning for game is that we want people to realise that they cannot just live their life and work and want money because when you do this you will realise that you will loose your family and everything that their is about life around you because you have to realise that their is more to life than money and work because when you die you don't take your money with you so you better just love life with the people around you instead of being a 'workaholic'. So in our game you live the life or a workaholic and you realise how much life you loose through being this person instead of just living your life with your family. You can make decisions on whether you change or stay a workaholic.

Jonathan CooperP1T1T2

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