This week I also created a poster evaluating the use of visual style in my game as a draft design (shown below), and how it affects it. This is useful material for the advertising of my game idea, since it can draw the user in with the artistic, bright and water-coloured visual style it advertises (which I also explained in my GDD), while also telling the user what visual style actually is. It also includes a range of the character designs seen in the game, while also showcasing which 'team' they're on with the invisible split down the middle and coloured background representing both sides.
I also talked about semiotics in my GDD this week, with a big focus point being the team colours. Both the Blameless Birds and Devious Dinos team have a distinct look and colour scheme which is shared across the game's various menus and interfaces using colour-coordination. The birds team focuses on shades of blue (such as the healthbar and abilities bar being blue when playing as a bird), whereas dinosaurs share a hue of red. This helps tie them into the main characters of each team, since Pippy is Blue, while Hector (who is arguably the leader of the Dinos) is a shade of red. Various features like the listing of team members on the scoreboard show in their respective colours, and help enforce these colour codes to make both teams instantly identifiable as feedback to the player so they know which side they’re on before they can even see their character, while also just being visually pleasing.
There are also great colour theories behind red and blue since these colours generate a different mindset for the player to match the team they’re on. As the birds (blue) are defensive, and the dinos (red) are attacking - red generates angry and powerful playstyles which wants the player to conquer the enemy bases - while blue tends to be more cold and calculating, as player work together to strike down their foes and prevent enemy advancement. These two colour choices are cleverly designed and really suit the more offensive and defensive nature the two contracting teams have.
I also discussed the marketing and competitor analysis in my GDD, which was very much based off my previous research in this blog as to what techniques proved to be more effective than others.
Since the game has such a
broad target market, appealing to children, teens and adults, social media is a
great way to reach these big social circles. Social media is a big one when it
comes to marketing, with the game having various social media channels on Facebook, Twitter, Tumblr and Instagram, while also owning a Youtube Channel to upload the latest news and trailers to in a video format (which can then be shared on the four social media platforms). This is great for reaching out to as many potential fans as possible, and is a good way to keep everyone up to date with the latests development news about the game. Things like posters (such as the one I made above) will be useful in an advertisement campaign, having them placed in real-life locations with links to the social media pages will be a great way to increase the game's buzz using word on the street as people tell their friends about the upcoming game.
For the competitor analysis I talked about how this game could carve out its own niche that doesn't seem to be touched upon in the shooter genre. There are your typical shooters games like Call of Duty, Battlefield and Titanfall, however those are all very realistic and violent games aimed at a hardcore male demographic. Other games to be aware of are Plants vs Zombies: Garden Warfare and Splatoon, both colourful shooter games for children. However this game has the edge over those in the fact that there is a lot more depth to Pippy's Absurd Bird-Person Shooter. Compared to the other two this game has a lot more depth to its gameplay mechanics which can be mastered over time as players easily pick them up, but take time to master and excel at. This game can be played by children and casual gamers, but it also has a lasting appeal to more serious people who play games, and the competitive gamers who are sick of most shooters having a gritty, realistic visual style may want to take a look at this game as a nice breath of fresh air while still keeping the competitive edge to it. This is where I feel that my game has managed to beat out the competition in its own ways.
Lastly I began the prototyping of my game, and created a demo menu layout in Powerpoint which is designed to be just like navigating a real menu for the game! It includes smaller details like loading the game on PC to start it, and also incorporates the three main menus of the game: singeplayer, multiplayer and options in great detail as you can navigate through the different screens. Creating your UI designs before production is a useful technique even in industry, since the entire base structure of the game's menu system is essentially already created, and once the game production has started it just needs to be recreated again in engine following the same layout without worrying about crafting your core menu structure potentially months later into development. I also asked my peers for some feedback on my menu as a whole, and these are the responses I got:
Gus Best: "
In all seriousness it's good. Just a quick thing I can think about that you could add in a final version would be the "Are you sure you want to exit/to windows" when you click to exit the game."
Tom Fabry: "
I gave it a look, and it looks pretty good. Like Gus, I cracked up at the "Phoebe's parents and children are dead!" gag
I posted my comments in the reply so my wall of text won't be such a big issue, haha. There are a few comments here, hope they're helpful!
Otherwise it's really good actually, well done. Definitely improve this, and I can see it getting a lot of positive Perhaps lessen the number of slide transitions, they can get distracting and makes menu navigation very slow (especially on the options menu)
- Like Gus said, use some verification tools for actions such as quitting or saving. Yes/No will suffice.
- Upon selecting the Dastardly Dinos team, the game says "Devious Dinos" - keep it consistant, I'd just use Devious Dinos because you only have to update the font for this
- Perhaps include some more loading screens? After retrying a few times, I noticed the PT/Boneshaker ones appeared all the time no matter what. Add some variety in these to make the Prototype Menu more interesting.
- A nitpick; with the Graphics Toggle screens, try to make sure Pippy is consistently the same size and position on each slide. The low quality Pippys and the higher quality ones are not quite the same size and position and its a bit distracting
- I'd perhaps toggle the size of the Swirling Loading Symbol and any "back to x" options. "Click to Title" on the main menu noticably overlaps with Options.- Perhaps improve the font choice and colours? Make it look a bit more colourful than simply Blue and White. Pippy's a wacky game, make your menus wacky!
One thing you could do Adam is explain what each of the game modes mean. Noobs like myself might not know what "Robin It" or "Give it a Nest" means from just the name alone"
Ben Musgrave: "
found it halerious when the jurassic park scenes turned up, and the tips were inspired, i have no clue what all the multiplayer game modes actually are. for the most part though it was great. loved the character select screens, looked like you spent a long time on them. also, make the powerpoint 16:9."
This is a lot of useful information for me to take away, and I made the relevant changes to my Powerpoint UI for the different parts I feel that needed to be changed. A good point Gus brought up was having a confirmation dialogue box for when the user is closing the menu, I never thought of that so quickly added the feature. Clicking quit accidentally and ending up at the title screen could be infuriating for the end-user! I also took on Ben's suggestion of changing the aspect ratio to widescreen, and while it did take a while with moving around various assets on different slides, in the end it was worth it. As most users will be playing the game in widescreen so it's important to replicate that experience early on.
A few of Tom's comments I also amended as quality of life fixes, whereas others I feel at this stage are fine as they are and don't need changing. A big one he mentioned were the screen transitions between slides, mentioning how they were quite long and took a lot of time. I fixed this by not removing them entirely, but drastically speeding them up to make navigating the menu a much more snappy, yet clean, process. I also amended a few of the other nitpicks he mentioned, like making the font colours readable on all backgrounds and making the character on the low to ultra graphics settings showcase the same size throughout. To top it all off I added descriptions to the online game modes, since people wouldn't know what they are otherwise!
Overall though I feel I created a decent and professional menu, which already wouldn't look too out of place in an actual game with just a few tweaks needed here and there (like replacing the Powerpoint exclusive elements such as the transition effects).