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FMP Evaluation
James-Cooper-Abel
Production Process Evaluation
Research
strengths
• One of the strengths of
my research was that of
what I was researching
which were RPGs which
there are plenty off so I
had a lot of material to
look at for inspiration.
• Another strength of my
research was of what
series of RPGs I was
researching which were
final fantasy Chrono
trigger and dragons
quest all famous RPG
franchises which meant I
had high quality work to
go off of.
Weaknesses
• One weakness of my
research was that I only
looked at games in a
medieval fantasy setting
without looking to see if
there were any sci-fi RPGs
to get ideas from.
• Another weakness of my
research was that I only
look at games with a
strategy aspect to them
instead of looking at other
game aspects like shooters
or beat em up for which
might have worked better
for my idea.
How did this help my product
All of this research helped me get an idea
of what I wanted my product to be and
where to set it and what characters would
be in it as my plans were to have the game
be set in a medieval fantasy setting with
sci-fi soldiers as the main characters and
hero's of the game
What could be better or improved
In my opinion I believe my research could have been
improved by having at least one page dedicated to sci-
fi to at least connect to the final idea and also
research of types of games like shooters or beat em
ups.
What effect would this have on your product
The way all of this would effect my product would
be on what kind of game the product was going to
be and what the setting would be and what
character would we follow in the game as our
protagonist.
Planning
Strengths
• One strength of my planning
was that the ideas came
quickly enough to start mind
mapping and deciding which
idea would work best.
• Another strength of my
planning was that of the
mind maps as they allowed
my to explore simple ideas
further.
Weaknesses
• One weakness of my planning
was that the ideas may not
have been detailed enough
and may seem confusing or
rushed.
• Another weakness of my
planning that the mood board
may seem messy and rushed
with images looking either to
pixilated and unclear.
how did this help your product
The way that the planning helped
my product was that it set the
ground work to what the idea
would become as a finished
product.
What effect would this have
on your product
The effect that this would have
on my product is that it would
give me and idea of what I need
to research for my product.
What could have been better
or improved
And improvement I would make
to my planning is spending more
time on the mind map and
exploring more ideas and also the
same for the mood board to
make it look more presentable.
Time Management
• In this project I have done I have managed my time well being able to get
my project work done and handed in just in time and I am quite happy
with how it turned out tho I do believe in my honest opinion that it could
be improved upon to make it even better for example initial plans could
have been presented better and the animation of the product itself could
be made smoother.
• What I would have done if I had more time on this project I would have
made the pages on initial plans more presentable and if so explore more
ideas, but also do more work on the animation to make it smoother and
feel like a true 16 bit mobile game and also work on the back ground to
make it more detailed and even the hydra to make It look real scary for the
characters of the game.
Technical Qualities
similarity's
• Both have the players
characters on the right and
the enemy on the left.
• Both products are set in
medieval fantasy setting.
• Both products have the
player UI on the bottom of
the screen.
• Both products use a turn
based combat system in
which each character or
enemy attacks one after the
other until one side is
defeated.
• Both products have the
limited four player
characters of a party for
fights.
Differences
• The existing products setting is that of
medieval fantasy but also has a bit of
steampunk elements added as well
whilst mine is set in a medieval
fantasy world with a touch of sci-fi
added by the player characters.
• The existing products player
characters have fight moves relating
to the medieval fantasy steampunk
setting which includes magical
abilities whilst my products character
have fight moves relating to the sci fi
setting they come from which include
high tech weapon attacks.
• The existing products player character
have them facing off with a god like
being whilst my products player
characters are facing off with a hydra.
• The existing product doesn't show the
health of the enemy whilst my
product dose meaning players know
how far they are from defeating the
enemy.
Aesthetic Qualities
One of the strengths I believe my products has is that of the visuals on the logo and the games
itself as I feel the app logo is detail and drawn quite well and I think the in game visuals for the
character are great as every needed detail for the character are in each sprite.
Another strength I believe my product has is that of having and original premises as instead of
having the players characters being from fantasy the fantasy setting and using magic instead it
sci-fi soldiers meaning it is a mix of fantasy and sci-fi which has never really been done before.
However I feel that a weakness of my work can be found in the visuals of the back ground for
the game and the hydra and if I had more time I would have gone back and redone the
background and given it more detail as well as redo the hydra design like adding scales to it like
a dragons and have it be a different colour.
game App logo
Audience Appeal
I have been able to appeal to
my target audience with my
app logo and game as both
have a fantasy feel to them
when viewed but also of sci-fi
rom the character themselves
meaning that anyone who like
fantasy will be drawn to the
fantasy parts of the game and
anyone who likes sci-fi will be
drawn to the sci-fi parts of the
game meaning my product will
appeal to my target audience.
Another way I am able to
appeal to my target audience is
in the way it is presented as the
game shows sci fi solider will
attract people age 16-21
towards the game and the final
fantasy like game play may
attract those kind of people
who grew up with that game
around ages 22-40.
A final way I have applied to my target audience which are
belonger by sticking to tropes expected for each theme
fantastical looking creature and world for fantasy and high
tech and glowy equipment for sci-fi these are many thing
expected for these theme and sticking to them means that it
attracts that target audience as people like that like things to
stay the same
Peer
Feedback
Feedback 1
• What did you like about the product?
– The colour are good.
– It stands out.
– The audio is quite well done.
– I like how the arrow moved up and down to show what was happening
and how the health would go up and down.
• What improvements could have been made to the product?
– The animations could have more frames to make the characters
moving smoother.
– The audio could be turned down a bit.
– More detail could be added to the background.
– More audio queues could have been added.
Feedback 2
• What did you like about the product?
– The visuals are drawn very well and the detail in the animation on the
characters faces is good to add a connection between them and the player.
– The menu option and task bar are a nice feature and give information for the
player.
– The music used suits the genre of the game and works well with the
animation.
• What improvements could have been made to the product?
– The colours used could have been less masculine to appeal to a wider
audience market.
– The animation could have more frames to make it smoother when the
characters moved.
– At time the animation is quite slow and this can be disengaging for younger
players
Feedback 3
• What did you like about the product?
– The colours used were quite good.
– The music fitted with the theme and gameplay of the game
– The details on the character were very impressive
• What improvements could have been made to the
product?
– The audio needs to be toned down.
– Animation frame could have been added to make character
movement smoother.
– More detailed could be added to the background and the
enemy.
– More audio queues could have been added.
Peer Feedback Summary
• What do you agree with from your peer feedback?
– That the music fitted with the product which was a
mixture and fantasy and sci-fi.
– That more frames could have been added to make the
movement of the characters more smoother.
– More detail could have been added to other part of the
animation like the enemy hydra and the background the
character and the monster are fighting in.
• What do you disagree with from your peer feedback?
– That the audio needed to be turned down.
Peer Feedback Summary
One change I would make to my product based on peer feedback would be to add more frames
to the animation. the reason I would do this is because adding more frames to the animation of
the character would make it look more smoother and better when the character is running
making it more convincing to the player that the character is really running and also it would
make things go faster meaning younger audience wouldn't get bored.
A second change I would make to my product based on peer feedback would be that of to add
more detail to the background and hydra that the characters faced in the animations. The
reason I would do this is because now looking back on the animation I felt like the character
stood out to much and not in the good way as they just seemed out of place with the hydra and
the back ground as both those two things on reflection were too simple whilst the characters
were more detailed so they just seemed out of place.
A final change I would make to my product based on peer feedback would be that of adding
more audio queues like selecting sound effects and when the arrow is moved to the animation.
The reason I would do this is because I wanted the game to be as close to RPG as possible even
through it’s audio queues.

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FMP Evaluation - Optimize RPG Game Design

  • 3. Research strengths • One of the strengths of my research was that of what I was researching which were RPGs which there are plenty off so I had a lot of material to look at for inspiration. • Another strength of my research was of what series of RPGs I was researching which were final fantasy Chrono trigger and dragons quest all famous RPG franchises which meant I had high quality work to go off of. Weaknesses • One weakness of my research was that I only looked at games in a medieval fantasy setting without looking to see if there were any sci-fi RPGs to get ideas from. • Another weakness of my research was that I only look at games with a strategy aspect to them instead of looking at other game aspects like shooters or beat em up for which might have worked better for my idea. How did this help my product All of this research helped me get an idea of what I wanted my product to be and where to set it and what characters would be in it as my plans were to have the game be set in a medieval fantasy setting with sci-fi soldiers as the main characters and hero's of the game What could be better or improved In my opinion I believe my research could have been improved by having at least one page dedicated to sci- fi to at least connect to the final idea and also research of types of games like shooters or beat em ups. What effect would this have on your product The way all of this would effect my product would be on what kind of game the product was going to be and what the setting would be and what character would we follow in the game as our protagonist.
  • 4. Planning Strengths • One strength of my planning was that the ideas came quickly enough to start mind mapping and deciding which idea would work best. • Another strength of my planning was that of the mind maps as they allowed my to explore simple ideas further. Weaknesses • One weakness of my planning was that the ideas may not have been detailed enough and may seem confusing or rushed. • Another weakness of my planning that the mood board may seem messy and rushed with images looking either to pixilated and unclear. how did this help your product The way that the planning helped my product was that it set the ground work to what the idea would become as a finished product. What effect would this have on your product The effect that this would have on my product is that it would give me and idea of what I need to research for my product. What could have been better or improved And improvement I would make to my planning is spending more time on the mind map and exploring more ideas and also the same for the mood board to make it look more presentable.
  • 5. Time Management • In this project I have done I have managed my time well being able to get my project work done and handed in just in time and I am quite happy with how it turned out tho I do believe in my honest opinion that it could be improved upon to make it even better for example initial plans could have been presented better and the animation of the product itself could be made smoother. • What I would have done if I had more time on this project I would have made the pages on initial plans more presentable and if so explore more ideas, but also do more work on the animation to make it smoother and feel like a true 16 bit mobile game and also work on the back ground to make it more detailed and even the hydra to make It look real scary for the characters of the game.
  • 6. Technical Qualities similarity's • Both have the players characters on the right and the enemy on the left. • Both products are set in medieval fantasy setting. • Both products have the player UI on the bottom of the screen. • Both products use a turn based combat system in which each character or enemy attacks one after the other until one side is defeated. • Both products have the limited four player characters of a party for fights. Differences • The existing products setting is that of medieval fantasy but also has a bit of steampunk elements added as well whilst mine is set in a medieval fantasy world with a touch of sci-fi added by the player characters. • The existing products player characters have fight moves relating to the medieval fantasy steampunk setting which includes magical abilities whilst my products character have fight moves relating to the sci fi setting they come from which include high tech weapon attacks. • The existing products player character have them facing off with a god like being whilst my products player characters are facing off with a hydra. • The existing product doesn't show the health of the enemy whilst my product dose meaning players know how far they are from defeating the enemy.
  • 7. Aesthetic Qualities One of the strengths I believe my products has is that of the visuals on the logo and the games itself as I feel the app logo is detail and drawn quite well and I think the in game visuals for the character are great as every needed detail for the character are in each sprite. Another strength I believe my product has is that of having and original premises as instead of having the players characters being from fantasy the fantasy setting and using magic instead it sci-fi soldiers meaning it is a mix of fantasy and sci-fi which has never really been done before. However I feel that a weakness of my work can be found in the visuals of the back ground for the game and the hydra and if I had more time I would have gone back and redone the background and given it more detail as well as redo the hydra design like adding scales to it like a dragons and have it be a different colour. game App logo
  • 8. Audience Appeal I have been able to appeal to my target audience with my app logo and game as both have a fantasy feel to them when viewed but also of sci-fi rom the character themselves meaning that anyone who like fantasy will be drawn to the fantasy parts of the game and anyone who likes sci-fi will be drawn to the sci-fi parts of the game meaning my product will appeal to my target audience. Another way I am able to appeal to my target audience is in the way it is presented as the game shows sci fi solider will attract people age 16-21 towards the game and the final fantasy like game play may attract those kind of people who grew up with that game around ages 22-40. A final way I have applied to my target audience which are belonger by sticking to tropes expected for each theme fantastical looking creature and world for fantasy and high tech and glowy equipment for sci-fi these are many thing expected for these theme and sticking to them means that it attracts that target audience as people like that like things to stay the same
  • 10. Feedback 1 • What did you like about the product? – The colour are good. – It stands out. – The audio is quite well done. – I like how the arrow moved up and down to show what was happening and how the health would go up and down. • What improvements could have been made to the product? – The animations could have more frames to make the characters moving smoother. – The audio could be turned down a bit. – More detail could be added to the background. – More audio queues could have been added.
  • 11. Feedback 2 • What did you like about the product? – The visuals are drawn very well and the detail in the animation on the characters faces is good to add a connection between them and the player. – The menu option and task bar are a nice feature and give information for the player. – The music used suits the genre of the game and works well with the animation. • What improvements could have been made to the product? – The colours used could have been less masculine to appeal to a wider audience market. – The animation could have more frames to make it smoother when the characters moved. – At time the animation is quite slow and this can be disengaging for younger players
  • 12. Feedback 3 • What did you like about the product? – The colours used were quite good. – The music fitted with the theme and gameplay of the game – The details on the character were very impressive • What improvements could have been made to the product? – The audio needs to be toned down. – Animation frame could have been added to make character movement smoother. – More detailed could be added to the background and the enemy. – More audio queues could have been added.
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? – That the music fitted with the product which was a mixture and fantasy and sci-fi. – That more frames could have been added to make the movement of the characters more smoother. – More detail could have been added to other part of the animation like the enemy hydra and the background the character and the monster are fighting in. • What do you disagree with from your peer feedback? – That the audio needed to be turned down.
  • 14. Peer Feedback Summary One change I would make to my product based on peer feedback would be to add more frames to the animation. the reason I would do this is because adding more frames to the animation of the character would make it look more smoother and better when the character is running making it more convincing to the player that the character is really running and also it would make things go faster meaning younger audience wouldn't get bored. A second change I would make to my product based on peer feedback would be that of to add more detail to the background and hydra that the characters faced in the animations. The reason I would do this is because now looking back on the animation I felt like the character stood out to much and not in the good way as they just seemed out of place with the hydra and the back ground as both those two things on reflection were too simple whilst the characters were more detailed so they just seemed out of place. A final change I would make to my product based on peer feedback would be that of adding more audio queues like selecting sound effects and when the arrow is moved to the animation. The reason I would do this is because I wanted the game to be as close to RPG as possible even through it’s audio queues.

Editor's Notes

  1. 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?
  2. 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?
  3. 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?
  4. 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
  5. 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
  6. 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
  7. What changes would you make to your product based upon your peer feedback and why?