2. Research
The research that I did for my game was a big help with
creating my game. The strengths of my research were
from the creative side for my game like art styles. This
research helped me get inspiration for the style of the
graphics and the colour schemes that could be used in my
game. I also got inspiration from terraria for the style of
the music that my game has. One of the weaknesses of
my research is that it gets less detailed as each slide
comes. An example being the detail of my Undertale slide
compared to my Terraria slide. If kept a good amount of
detail on each slide then this could have effected my
game by making the art style more interesting or the
soundtrack being more immersive or interesting.
3. Planning
• I believe that my planning helped my product greatly. This is due the
amount of things that I have had to make and do so that my game turns
out good. Since I had planned out most of what I was going to do there
was no real sense of confusion and I could get on with creating my game
straight away as the ideas were fresh in my head. One of the weaknesses
of my planning was that I don’t think I did enough as the further I got
through my game, the more I was making up on the go.
4. Time Management
• My time management during the creation of my game was good to begin
with but soon became poor as I progressed through the production. I was
mainly spending all my time on my production as I still had quite a lot to
do as the deadline was approaching. Due to this I had to do extra work
whilst at home and out of college hours. If I had more time to produce my
work then I would have managed my time more effectively and I would
have made my game longer and added more things to it.
5. Technical Qualities
Here I am comparing my game and its battle screen
to Final Fantasy and its battle screen. On the final
fantasy battle screen you have an option to attack
the enemies and then choose which one you wish to
attack. This is done in turns. My game also has a
feature like this but in my game some attacks do
Area of Effect damage (AOE) meaning you do not
have to choose which enemy to attack. In my game
you can also choose which spell or attack you want
to use. Different spells drain your mana at different
rates and they also have a limit to the amount of
times that you can use an attack without having to
recharge an enchantment stone in your staff.
6. Aesthetic Qualities
I like to think that my game looks good. I made sure that
I had a bright and vibrant art style whilst also sticking to
a colour scheme so that the colours go well together. I
like how my characters and weapons stand out from the
background so that they look good whilst they also make
it easier for the player to distinguish the difference
between props and items. If I could improve on the
aesthetic qualities of my game then I would add more
things that make the world feel more alive and more
vibrant colours. I would also create more weapons and
more NPC’s so that it adds more variety to the game.
7. Audience Appeal
My games audience was not based on anyone specifically. I made my game so that
everybody would be able to play it and so that it is not an exclusive experience. In my
interviews one of the people said that character customisation is a very important part
of an RPG. In my game I intended to include a lot of character customisation but I ended
up not adding a lot of it. That person also said that they would like a vast levelling/
reward system for the game. I also meant to include some aspects of that to my game
but I didn’t make my game long enough to be able to show that. One of the character
customisation aspects that I added was the weapons. When the player enters the house
they can choose which weapon they want to use. This adds some customisation yet not
to the amount that the interviewee wanted in the game.
Editor's Notes
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
Compare your work to similar existing products and discuss the similarities and differences
Put your final piece(s) in the centre of a page alongside an existing product
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
Refer to your findings from your questionnaire.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows