After the third mechanical test, the client and I decided that the game should be changed from a linear setting to a flexible one, as it is still too long. With the flexible setting, players will be able to play each case as separate stages, being able to choose how much or little of the game they want to play. Although this change will be beyond the remit of this evaluation, I will be making this change and a few other minor changes to the ILTG before the client trials the game for a 14-day period in the museum. In this time, the museum will be able to see how the public respond to the ILTG and how long they play it for. All the data will be automatically sent to the museums account once the player finishes the game. Continue reading “Third Mechanical Test”
ILTG Second Re-Draft
After the second mechanical test, the game was finally completed including questions from every case. As I was concerned with timings, I removed various questions from the second draft and only included one question for certain cases. Continue reading “ILTG Second Re-Draft”
Second Mechanical Test
The second mechanical test was conducted with the intended target audience – secondary school students. The main issue experienced during this test was that with the inclusion of various puzzles, the game was too long. It took the play testers around half and hour to complete the ILTG, which currently is still only three quarters of the way through the exhibition. Continue reading “Second Mechanical Test”
ILTG Re-Draft
After the first mechanical test of the ILTG. I re-drafted the game to implement the feedback I had received from the play testers and the client. In this game, I aimed to include more puzzles in order to give the ILTG more variety and to also make the players engage and think when playing. This version of the game only covered three quarters of the museum. Continue reading “ILTG Re-Draft”
First Mechanical Test
On the 20th February 2019, the first mechanical test of the ILTG occurred. The game was tested by two media students aged 21 and 24 to determine if the game was functioning correctly, easy to understand and whether they thought the game was fun or not. The game was also trailed by the client to see if it was what she was expecting and to get her opinion of the game so far. The game itself was not complete, it only covered the first half of the exhibition. Continue reading “First Mechanical Test”
ILTG Game Creation
Once I had obtained my client, I started to develop the game on Actionbound. As one of the clients objectives was to include a range of different questions, I tried to include at least one of each type of question that Actionbound offered in the game. Continue reading “ILTG Game Creation”
Obtaining A Client
This week, I obtained a client for my ILTG game. I will be creating my Actionbound game for the Abbey House Museum in Leeds, for their new exhibition ‘Danger Zone’. Continue reading “Obtaining A Client”
LTU Test Game
In order to become more confident using the Actionbound software, I created a second game with the aim to improve my game creation skills. The game is orientated around Leeds Trinity University, as I am at the location often and can test the game frequently. Continue reading “LTU Test Game”
ARIS: Behind the Scenes
I wanted to research into ARIS and get a basic understanding of how to create a game with the software.
‘With ARIS, you can build an interactive story, tour or game. Players can complete quests, collect items, and talk to virtual characters, all while exploring the world around them.’
Actionbound: Behind the Scenes
In order to learn the most I could about Actionbound and how it works, I conducted a test game. In the game, I attempted to use all the features I could in order to understand what they are best used for and what can created with them. Continue reading “Actionbound: Behind the Scenes”