Thursday, January 26, 2017

We have finally finished our game after many months of hard work. Our group started by writing a full and complete design document describing our entire game. In our design document we included all of the characters in our game and what their roles are. Our game was a bout you the player being a spy and having to maneuver your way through many challenges and enemies to finally get to the final boss (Iron Golem) which we described as a nasty leader that had the nukes to destroy the entire world. So once you have pasted all of the guards and killed the final boss you will be in a box with a button and a little window with a view of six giant nuclear rockets that once you win you will have the opportunity to push the button and blow up all of the nukes. Getting back to the design document and the brainstorming we did to figure out the entire game. Together our group brainstormed first our games main idea and point. Once we had decided on a spy mission type game we started looking at how we would make our game obviously through Minecraft, but how we would want to do what we were planning. once we had morphed our idea based on the resources available we had to start planning our characters and levels to our game. We started with a basic 5 level plan and wrote very detailed descriptions of each level and what we were going to use. As soon as we finished the e level and characters we worked on the storyline and final game components. So thats all for our brainstorming and design document, now lets talk about how we developed and tested our game.

 Once we had finished the design document we started working on the actual game. We started in an infinite world to get a real world experience, and began building the main starting headquarters. Below there are multiple screen shots going through our game from beginning to end showing what we created. The first few show the spawn and the game headquarters. We used numerous signs in the design of our game to help advance the storyline. Next we started to build a training center that you go through before actually starting the five levels of my game. After we created this we as a group worked on building the 5 levels as we had planned them to be. Although in the end they weren't't exactly perfect because we did run into multiple problems in portraying our elaborate design we made a great game. When we finished the levels our group tested and made changes to each of them to make them more friendly and closer to the initial design in mind. During this time we submitted our game twice for feedback and peer evaluations. This helped tremendously in the development process because we not only developed and made changes to the game based on our opinions but we also took our peers opinions into mind while making our changes.

SO during the course of making the game and developing the game we put our game up twice for peer evaluations. The evaluations had to be the best source for information on what to change and what players liked so far incur game. The first round of evaluations we received a lot of feedback and that helped us make things more player friendly in the game and changed the difficulty to make it increase at a steady pace as each level plays out. The feedback was most useful for us when it came to portraying the story many of the evaluations told us helpful ways to portray the story better than a bunch of signs which led to the use of NPC in our game. The second round of evaluations also helped us out a lot because it was closer to the actually final submission of our game so when we thought we were done the evaluations told us many things we were missing and that we should add to make the game even better than it already was. Overall I personally loved the idea of the peer evaluations as it contributed to the amazing final games of the class.

One main challenge that the group was faced with during the game was portraying our elegant storyline. Since we developed a very interesting and detailed storyline it took a lot to really display it in our game. We were using a ton of signs to display messages but we had too many. So we encountered this problem with the uses of boards and NPC. Another challenge we faced while creating our game was designing and choosing a boss. Our group had many ideas but a few were not compatible with Minecraft edu so we used the best of our ideas and came up with the iron golem who is the "Russian leader" in our game. We decided to use him because not only is it a great boss for the final level but it is compatible with Minecraft edu, and that was one of the biggest challenges working around the basic inventory obstacle in Minecraft education. All in all, in the end we were able to overcome all of our problems and create a successful game.

Obviously we had a huge feeling of accomplishment when finishing the game. I mean we also had little feelings when we completed each level but this game took weeks of extremely hard working and we had finally finished and thats where the biggest accomplishment feelings came in because we released a ton of stress and responsibilities that we had while trying to finish the game and we had also just seen how amazing everything looked and we were just overall proud of the awesome and fun game we had created and submitted. Not only that we were proud about the game and we were very thankful for Mr Isaacs in teaching us and giving us the tools to make the amazing game that we did make. So ya thank you Mr Isaacs for the lessons and resources and overall the great learning experience in your class while creating this game and making lost of life long memories.







































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