Welcome!


Welcome!

This site showcases the thesis capstone projects for the Full Sail Mobile Gaming Master of Science program. Students completing the program post their end of program project self evaluation here examining what went right and what went wrong during production.

The site provides examples of all completed projects, without regard to the quality of work. Final faculty evaluation of your project is separate from your postmortem. It is a place to share student work and start dialogue with faculty about completed and upcoming projects.

If you are adding a postmortem for a completed project to this blog, please do your best to provide a meaningful meta-level evaluation of your project. This helps students currently in the program have a better understanding of the critical points related to independent production, game development and design and project management. The template for the blog content and instructions can be found in the first post from July 2014.

Thank You,
MGMS Faculty

Sunday, December 14, 2014

Capstone Game Post Mortem: Panel de Noms

Capstone Game Post Mortem: 
Panel de Noms




Title

Panel de Noms

Genre

Match 3 puzzle

Platforms

iOS with Android to follow

Revenue model

Panel de Noms will be free to play, supported by unobtrusive ads that can be disabled with a US$0.99 purchase.

Development tools/Language

Panel de Noms uses Unity 3D and C#.  

Game audience

The target audience for this game is 25+ Y.O. married women with a secondary audience of players who enjoyed Tetris Attack and all associated games.

Copyright/Reference

Panel de Noms is copyright 2014 Audguy Productions, LLC.

Backstory:
Sound Bite

Battle your way to sweet rewards!


Executive Summary

You and Chef Fluffy will be working together to battle time and your friends to make the best looking cake out there!  In this match 3 puzzle game you will be in a land of candy and cakes to get the highest score or live longer versus your friends.  Panel de Noms is the game to get you away from other games that seem to just want to ravage your wallet with power-ups.

Inspiration

Panel de Noms was inspired by Tetris Attack(Intelligent Systems,1995)and it’s predecessor Panel de Pon(Intelligent Systems,1995).  The reason I wanted to make this game is because I enjoyed the games that inspired it and was tired of the current crop of games that just seemed to be there it rake in money.

Capstone Scope

The current scope of Panel de Noms is to have single player and multiplayer verses and continuous complete.

Ideal

My Ideal version of Panel de Noms is not too different from the current one.  It would have AI there to battle with when you can’t find an opponent, but other than that it makes me happy the way it is.

The Critique: 

What went right…

Design & Aesthetics

The biggest thing that went right for me is the game mechanics, when I need to test the game, I find myself playing much longer than I really need to.  During the testing phase, most of the people who tried it wanted to continue playing the game.  As far as visual aesthetics, I am very happy with the style, even if it isn’t exactly what I originally decided on.  Input wise, after a few bumps, it has come out to my complete satisfaction.


Project Management

In my opinion, the structure of the development courses that took place during the design and creation of Panel de Noms had a huge positive effect in making sure the game proceeded in a well-timed development process.  The way the weekly assignments and check-ups coupled with the need to produce a screen cast of your progress really pushed the progress in a good way.

Development

The choice of using Unity was one of the best choices I made in several ways.  First of all was the way it made reuse of assets and code so much easier. Single player and multiplayer both share a common base with each other.  Unity also allowed me to build a prototype component, clean it up, and then integrate it into the game with little issue.  This allowed me to make drastic, or risky changes, test them without risking the entire project.

Unity was also a big help with networking, using the built in RakNet API made the development silky smooth, and a major portion of the multiplayer code was written in a single day.  Development was very easy, because all the important parts were already there: Game state synchronization, remote procedure calls, and a pre made master server and associated functionality!

Very early on I made the decision to use a pre-release version of Unity 4.6.  This was a very good idea, because it included the new UI system.  This new UI system was a great help, and allowed me to quickly set up new components of the game with little issue, and typically react well to a change of platforms.

I know it sounds like I am constantly praising Unity, but it does have many good traits, for example, with little more work, I will be able to port Panel de Noms to Android as well.  It currently runs fairly well on the Nexus 7 (with some minor visual artifacts), this is a big plus, as it will allow me to get to a bigger market very quickly.

Testing

Testing was an interesting phase for me; it has given me much insight into my game and how people play it, and what their thoughts are.  Through these tests I was able to find several good changes that needed to be made, that really improved the game.

I also was introduced to leanplum, a testing suite.  I foresee future projects benefiting from this.  Several of the features allow you to make adjustments to the game without redeploying the game. It also makes it even easier to gather statistics on the game.

The Critique: 

What went wrong…

Design & Aesthetics

During the development of an early prototype of Panel de Noms, I found several songs that seemed to go with the game.  After exhaustive research, I was unable to get ahold of the rights owner, so I had to remove the songs (all of them happened to be by the same guy).

During the production process the artists that I asked to work on the game with me ran into issues that pulled them away from the game and they were unable to complete the project with me.  I did find the art that I needed for the project using the Unity asset store, and am happy with it.

Development

During development there are always little things that delay or cause you frustration, this project was no different.  During the early days, as networking was being added, I ran into a problem.  I had all the necessary items and code in the project to have basic multiplayer gameplay running, but it would not communicate. After fighting with it all weekend, I figured out that I had made the changes to the wrong scene.  What I have learned from this is that you should make scenes that look alike, have something that stands out (maybe a label) to help you make sure you are working on the right part.

Testing

During the development of Panel de Noms, there was constant testing, most code was placed in a test environment before it was integrated into the main codebase, that being said, some of the techniques that we learned in our testing course should have been implemented much earlier in the development cycle.  Full proper unit testing would have helped in many cases, but were a last minute job.
  
Summary:

I feel that, even though Panel de Noms had a few shaky parts, it all turned out fine. There are still many things I would like to fix and add before I release it on the Apple App Store.  Most of the changes are cosmetic, for example, I would like to add more visual feedback when a user makes a match, give it more eye-candy.  Another thing that I intend to add is a bonus system when a player makes more than a 3 in a row match.

The process of creating Panel de Noms was a very rewarding process, I have learned much about Unity, and have greatly improved my touch input skills in the process, something I had no ability before.  I have also gained much experience in testing and gathering information from test player.  This information will help me greatly in the future when I produce other games that I already have ideas for.


References

Audguy Productions, LLC.(2014). Panel de Noms[Mobile Game] Winter Park, FL
Intelligent Systems(1995)Panel de Pon[SNES Game] Kyoto,Japan:Nintendo

Saturday, November 29, 2014

Capstone Project Post Mortem: El Mundo de Chuen Ulama


Capstone Game Post Mortem


Game Demo


Controls : instead of tilt (which is used in mobile devices), use the mouse to move

Game Summary

Game App Icon

Title
El Mundo de Chuen: Ulama.

Author
Mario Caudillo.

Genre
Sports.

Platform(s)
Android and iOS phones and tablets.

Revenue Model
The unit price is 13 Mexican pesos (tier 1 - 0.99 USD), for volume licenses we have discounts based on the number of licenses of the game. No publicity or in-app purchases.

Development Tools/Language
Unity 3D - engine
UnityScript, C# - languages
Maya LT - 3D animation, modeling, texture, rigging.
Adobe Photoshop, Adobe Illustrator - sprites.

Target Audience
Children from 6-16 years old.
Parents worried about the content in their children devices.
Private schools with the plan "iPad per child".
Tourism Secretaries, Airlines and businesses interested in the promotion of Mexican culture.

Team
Cristina Pérez - Director (owner of the license of Chuen).
Mario Caudillo - Producer, Design and development.
Octavio Fernández - Music.

Copyright
© CHUEN DISEÑO Y ARTE DE MÉXICO, S.A. DE C.V. ®All rights reserved. Chuen México 2012.

Backstory

Sound bite
Discover the magic of the pre-columbian ball game with Chuen.

Executive Summary
Almost 50% of the children about minor than 19 years old have a mobile device, more than 70% of this group uses more than 50% of the time in entertainment activities such as mobile games, mobile games that does not teach anything. “El Mundo de Chuen: Ulama” is a new sports themed mobile game created by Chuen Mexico, which explores the ancient pre-Hispanic Ball Game, the user will discover up to 7 ancient locations. Meanwhile they learn and discover about the history and evolution of the game, from the beginnings where there were no to the more complex game that was played in Chichen Itza Ball Court which was the biggest court with the tallest rings almost 9 feet tall. This game is 100% developed by mexican talent and will be the best option for kids around the world get to know the Mexican culture and pre-Hispanic treasures of Mexico with an edutainment mobile game.

Inspiration
While in my B.A. I had a class of design and development of video games, here I have the idea of having a video game about the pre-hispanic ball game, but my idea does not get the votes to be developed, then I discovered how Angry Birds(Rovio Entertainment, 2009) helped my nephew understand physics better, and the connection between video games and learning, how my nephew understand better by playing a game than repeating the same lesson in class.
When I started working in Chuen Mexico, my idea reborn and now that ball game video game could have a main character, Chuen, the magic and playful monkey interested in the knowledge of pre-hispanic cosmogony. When I entered this master I saw that I need to develop a mobile game, here I decided to develop El Mundo de Chuen: Ulama, an sport edutainment game based on the pre-Hispanic ball game practiced in Mexico.

Ideal
The ideal game I expected at the start of my Master was a game with 4 different locations, 2 tutorial levels and 6 different characters, with a story mode where you could explore the story of the game and a free mode where you could play with the different characters you win in story mode.

The Critique: What went right and wrong at the same time

Project Management

It was developed in Omniplan, the final project intended to be finished in May 2015, what went right was that I had never had a delay in the original plan, but all the activities meticulously planned in early classes for 2014, were finished at the end of first development class, the activities for 2015 were thought but not really planned. With the need of rescheduling, the game now going to be finished in December 2014 having 3 months for the last activities, what went wrong was that this activities were not well planned, as the ones of the start of the project, having several time thinking in how to develop this areas of the game and not having really good advances in the game for weekly screencasts and sprints for Mobile Testing class.

Development and Testing
The development went smooth, from the coding of the main mechanics, to the general functionality of the game, some good ideas were incorporated to make the computer more challenging than the same difficulty all the level. But when I arrived to Testing class, I discovered that there is no documentation available for unit testing my game, because it is not coded in C#, it is coded in UnityScript, this cause me several problems, because I have never thought about unit test my code. I managed really well the A/B Testing with some communication between UnityScript and C# using PlayerPrefs and sending messages from one language to another.

The Critique: What went right

Design and Aesthetics

The first part of the development was focused in the art and the design of the game sprites, the image above are the design of the characters in the game, all inspired in the pre-hispanic cultures based in Mexico.

The design of 3D art and the courts based in actual ruins in Mexico, and making UV Maps for painting the textures of the characters and courts were successful.

The Critique: What went wrong

Business Model/Plan
It was planned to make a time trial of 3 days free of the app, and pay after this 3 days for the full game, but because of problems with Chuen Mexico development accounts, it was not possible to program this using in-app purchases and some coding for the time trial.

Summary

"El Mundo de Chuen Ulama" is exactly the game I expected at the start of the project, it is needed some work more to get the game released, the development goes further of what to expect at these stage of the development. The ideal was accomplished, and also 3 more characters, 3 more courts and also a multi language support of the game offering english and spanish.


Screencast Link

http://ulama.caudillom.com/FinalScreencast.mp4

References
Rovio Entertainment. (2009) Angry Birds. [mobile game].