Whitebox Analysis
Monday, March 2, 2020
Game Update
What I changed based on players' gameplay
When many of my fellow students and players were
interacting with the game, they would try and beat the
combat components of the game so they could explore
the world. The quickly became disappointed that they
could not interact with the buildings in the city. Although
I overlooked this at first, I soon realized that this was an
important feature. Why not make a game based on the one
thing players enjoyed? Therefore, I decided to make a
game based on mystery and exploration which allowed the
player to interact with the world more.
Wednesday, February 26, 2020
New Player Test
Notes From Playtest
- Decrease the playtest
- Add player movement
- Like the look
- Add a player
- Are we supposed to follow those yellow capsules?
- Art is cool
- Why are the capsules yellow?
- No clear direction
- Cool map
- Obviously incomplete but I like the look
-Movement is a little uncomfortable
Changes
I plan on adding a character instead of a cube and will then add player movement.
The character and enemies will match the art style of the game. I will also decrease
the lighting because it is blindingly bright.
Wednesday, February 19, 2020
Epic Nacho Cheese Attack | Character Story
The character, “Mango Man” begins in the street, he roams around to find the
Nacho Cheese Monsters he’s been ordered to kill
Nacho Cheese Monsters he’s been ordered to kill
Mango Man walks around the streets defeating the Nacho Cheese Monsters
one by one
one by one
Mango Man is led to the Nacho Cheese Monster Headquarters as he
defeats the monsters
defeats the monsters
Mango Man defeats the Nacho Cheese Monsters and saves the city.
Monday, February 17, 2020
Player Feedback
Since the last blog post, I added a third person controller that matches the aesthetic of the game. I specifically did this so the user has a better understanding of what type of game I am trying to execute. Going forward I will be adding that math the low-poly look of the player controller so there is a consistent look and feel to the game. Based on user feedback, I will be adding more features that the player will be able to interact with such as more buildings and other objects.
Monday, February 10, 2020
Whitebox Critique
Top-Down Changes
Above is the original top-down layout of the first level of the game titled,
“Epic Nacho Cheese Attack.” The original layout had a street with
buildings on the side and enemies spread across the street.
Based on player critique, I decided to add on to this layout
by creating an internal space of the store, “Chilipotle” for
the player to venture into.
Original Whitebox
Whitebox Key
Camera = Player
Yellow capsule = Enemy
White block = Buildings
Green block = Chilipotle building
Purple block = Burrito Bell building
Light black block = Street
Dark black block = Sidewalk
Yellow plane = Street divider
White car = Abandoned car
Updated Whitebox
Whitebox Key
Camera = Player
Yellow capsule = Enemy
White block = Buildings
Green block = Chilipotle building
Purple block = Burrito Bell building
Light black block = Street
Dark black block = Sidewalk
Yellow plane = Street divider
White table = Table
White chair = Chair
Player Feedback
- Whacky concept (in a good way)
- Too straightforward
- Cool layout but also very simple
- Buildings could have more to it, especially the main ones
- Getting a Krusty Krab versus Chum Bucket vibe
- Wish I would’ve thought of the concept. Add a little more to the whitebox maybe?
- More interaction with the whitebox
- Like the story of the game, but add more to the whitebox that helps sell the story a little
Analysis
Based on player feedback I decided to update my whitebox to make it
“more interactive.” A lot of the issues rose from the compiler errors of
the whitebox game making it originally unplayable. Originally, the cars
added more to the whitebox allowing the player to hide behind them
as cover from the potential enemies. However, those cars had to be
removed as they were the assets causing the game to be unplayable.
Because of this, the game had a somewhat basic look to it. That being
stated, once I got the game up, the player began maneuvering around
the building and going straight down the street. They were able to
discern some of the story from the two colored buildings parallel from
one another stating that it gave them a “Krusty Krab versus Chum
Bucket” vibe from the show, “Spongebob.” Again, the players’ critique
was mainly focused on the basic look of the whitebox hoping for more
interaction to somewhat better understand the game. Pulling from this
feedback, I created a room for the player to interact with and go inside
of the green building or the “Chilipotle” building. I also gave the two
colored buildings a different look. In the “Chilipotle'' building, the player
is able to view the seating area of the restaurant and the bigger nacho
cheese monsters behind the counter where food is served giving them
a better understanding of varying size and difficulty of the enemies. On
the other hand, I did not make each building interactive as suggested
by a player because that would take away the focus of the game, but for
the most part I applied the players’ critique to the whitebox.
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