Week 3 – The Quarters
This week we had our Quarters Walkaround, where faculty members check in on us and give us feedback about our project. Some of the common themes that came up include market gap analysis – some toolkits in the market are very general and accomplish nothing, some are very specific and can only make one game (Darks Souls maker), where is the gap that no product is currently filling? How many more functionalities before developers can use it to make a game? How do you decide what features to include and what not to?
We don’t have answers to all of those questions right now, but they provide valuable insights into what we need to address before PAT can become a usable product.
Meeting with Advisors
In this week’s advisor meeting, adding on to our ‘making cool things’ note from last week, our advisors and us decided that we should make a game prototype every 2 weeks. There are several benefits to why we should do this:
- We should be able to make a game with PAT before external users do (answers the question of ‘How many more functionalities before developers can use it to make a game?’
- Also answers the question regarding our decision making of what features to include and not include – here are the things missing from PAT to make Hades, and we need them because we need Hades.
- These prototypes can be later used as samples provided to our users to get them started.
- We like making games.
First Prototype – Castlevania
For our first prototype, we decided to rip off Castlevania: Aria of Sorrow. We chose this game because it would be a good way for us to find out how our locomotion and camera system holds up in a 2D action game. We plan to finish this prototype by Week 5 Thursday, and then we will move on to next prototype (maybe Hades).
