View all by Michelle Tu
Michelle Tu
Follow Michelle Tu
Follow
Following Michelle Tu
Following
Add To Collection
Collection
Comments
Devlog
Get in the Coop
←
Return to Get in the Coop
Devlog
Week 15 HW
December 18, 2019
by
Michelle Tu
Reading ● GDW Chapter 16: Selling Yourself and Your Ideas to the Game Industry (p481—495) The entry level for the game industry is very competitive, Fullerton recommends strategies to get into a...
Continue reading
Week 14 HW
December 18, 2019
by
Michelle Tu
Reading ● GDW Chapter 10: Functionality, Completeness and Balance (pages 305—338) Prototype Testing, Four basic steps of design: Foundation: the core mechanic, a system, what makes the game fun?...
Continue reading
Postmortem
December 14, 2019
by
Michelle Tu
Project Description "Get in the Coop!" is an AR experience game where the core mechanic is chasing chickens. The premise is that the player is a farmer doing their daily activities of herding back chi...
Continue reading
12.6: Get in the Coop Gameplay Demo
December 13, 2019
by
Michelle Tu
Continue reading
Get in the Coop Gameplay
December 13, 2019
by
Michelle Tu
Continue reading
12.6: Wonderville Playtest
December 13, 2019
by
Michelle Tu
Mostly debugging issues that had to do with the colliders and scaling of the farm [and plane detection on AR] and some UI elements - possibility of playing the game on a tabletop scale More clarity on...
Continue reading
12.6: Help Menu Elements
December 13, 2019
by
Michelle Tu
Setting the Premise: You are a farmer herding chickens Goal: Chase Chickens Cautioning players to be aware of their surroundings when playing this AR game Where to? This coop Tap the gate button to op...
Continue reading
12.5-12.12 : UI Buttons and Other Elements
December 13, 2019
by
Michelle Tu
Button thumbnail Left: close the gate, Right: open the gate [As of Wonderville, 12.6, this gate button has been changed the base gate button] Chicken Counter Icon Title App Icon...
Continue reading
11.21: New School Playtest
December 13, 2019
by
Michelle Tu
Our Prototype at this stage tested or a good running speed of the chicken...
Continue reading
11.21: Concept Building/ Potential Features
December 13, 2019
by
Michelle Tu
How does the mechanic of herding chickens work on the phone? Rather than in a VR game, the players are still looking at the virtual world through their phone, in this case we must give reason why we a...
Continue reading
11.19: UI Progress
December 13, 2019
by
Michelle Tu
Accomplished UI for menu screen “Help” button, visualized as question mark, can be within the game scene Potential UI for game scene: Help (“?”) on the top left corner “Home”/Pause button...
Continue reading
11.18: Guerilla Testing Questionaire
December 13, 2019
by
Michelle Tu
Guerilla Testing Questionnaire Age/Gender Name, last name Favorite genre (Playing alone? Playing with friends?) Favorite game moment Favorite platform to play What is your play time? (frequency: casua...
Continue reading
11.10: Prototype
December 13, 2019
by
Michelle Tu
The original cube chicken Simple prototype that spawned five cube chickens around the player, the cube in the center with a green cubic part on its head - bool to indicate if the player's "Spook Chick...
Continue reading
11.14: Concept Art
December 13, 2019
by
Michelle Tu
Different breeds of chickens Placed in Reality...
Continue reading
11.14: Revision of Game Mechanics and Features
December 13, 2019
by
Michelle Tu
Take away focus (or entirely) from “minigames” More of a feature than core gameplay Take away focus from individual chickens, general types of chickens (and one unusual chicken (?)) Focus on the o...
Continue reading
11.12: Possible Inspirations/ Directions
December 13, 2019
by
Michelle Tu
AR Dragon: Neko Atsume: IF, our game were to revolve around easily capturing (can be minigames or something even simpler) Chickens and taking pictures of them Is our game more of a “Take care of y...
Continue reading
11.11: Things to Consider
December 13, 2019
by
Michelle Tu
Maybe include a pause function just in case players get tired of holding their phone for so long AR UI design principle When players are moving, have less intense information on phone so that players...
Continue reading
11.5/ 11.7: Concept Refinement and Potential Features
December 13, 2019
by
Michelle Tu
11.5 Maybe have all characters as chicken Put a marker on the hand (maybe bracelet) that works as the marker for detecting kabedon Chickens: Muscular: Alpha BUFF Chicken BIG BULGING ARMS, Loves to wor...
Continue reading
11.4: Concept Review
December 13, 2019
by
Michelle Tu
Who is dating? Birds or people? Location? ex: Central park Why chase birds? Who is the player? Maybe let the player figure out who he/she is Randomization of player and targets? Make all birds stuck t...
Continue reading
10.31: Initial Concept
December 13, 2019
by
Michelle Tu
Gameplay: The inital concept was more of a visual novel-style game with a focus on characters and the interaction with these characters Kabedon-ing Birds Dialogue with Birds Take Selfies with Birds T...
Continue reading
Week 13 HW
November 18, 2019
by
Michelle Tu
Exercise ● Video a minimum of 5 users playing your game. Do not answer questions. Let them suffer. Reading "Why Should Indie Devs Care About Video Game Usability Testing? Game design usability test...
Continue reading
Week 12 HW
November 18, 2019
by
Michelle Tu
Exercise ● Focus your game. How much can you remove and still maintain the core experience? Our game's core experience is herding birds, and we're choosing to focus more on that. More specifically...
Continue reading
Week 11 HW
November 18, 2019
by
Michelle Tu
Exercise ● 6.7: Describe Your Game (p182) [In one or two paragraphs describe the essence of your game idea. Try to capture what makes it interesting to you and how the basic gameplay will work] Ka...
Continue reading