Wrap-up & Retrospective

Final Presentation Post-Mortem This semester, we worked with the CMU Psychology Department with the goal of creating a game to serve as a research vehicle for them to study Human/AI collaboration. As we met with our clients over the first week, we clarified the exact specifications of our main deliverable to be as follows: Dual-player…

Week 11 & 12 – Client-Based Feature Iteration

Design Sprint: 9 Overview Environment details & other updates Adding small gameplay features & platform-specific bug fixing In-Person Meeting with clients Prototype Our prototype for this design sprint and the next one can be found at the link below.  Link: https://moontwist11.itch.io/hai-v51 Password: haihai Programming Updates Trap Implementation Selector can ignore/refuse a house Added a prototype…

Week 10 – Iterate Map Layout & Python Candy Generator

Design Sprint: 8 Overview Modify the game map to have a central hub area Created the Candy Generation Script Various gameplay updates based on client feedback Candy Generation Script Based on last week’s client meeting, we will be providing Candy generator and categorization scripts, along with the various components to generate the visual stimuli. One…

Week 9 – Playtest Recap

Design Sprint: 7 Overview Playtesting feedback review Design iteration and planning next steps Trouble Arises… Unfortunately, from the playtesting session, two of our team members tested positive for Covid-19; as such, the remainder of this sprint was held remotely. Playtesting Feedback Our main focus at the beginning of the week was to review all the…

Week 8 – Playtest Day Preparation

Design Sprint: 6 Overview Revamping back on the project after coming back from Fall Break Preparing external assets and materials for Playtest Day Iterating upon the game to support incoming playtesters Our main goals in game development for this week: Provide stronger onboarding and UI indicators for playtesters Making main gameplay changes based on feedback…

Week 4 – Theme & Style

Design Sprint: 4 Priority Rank Quarter Feedback  Digital Prototype Iteration Updates Different in-game viewpoints  Selector Bird view More information Explorer Third-person point of view Less informa Allow Explorer to nudge Selector’s agency Each patch has its high/medium/low probability of Bad Opachis Patch color defines its probability, but it’s a hidden pattern Patch color only visible…

Week 3 – Digital Prototype & Quarter

Design Sprint: 3 Digital Prototype Iteration & Playtest Updates As per client feedback, our goal this week was to build a simple digital prototype showcasing multiplayer capabilities using Photon and highlighting the new gameplay mechanics proposed by our client Replace roles’ name with Explorer and Selecter Goal: The two players must work together to find…