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FMP Evaluation
Daniel Thompson
Production Process Evaluation
Research
Strengths: My research allowed me to find games that already had elements
of what I wanted to add in such as ‘Age of War’. I was able to look at parts of
the games which could inspire me. Features such as unit base health and
units with specialties helped me decide on what I wanted my characters and
bases to look like and do.
Weaknesses: there were so many ideas that I liked but didn’t go together very
well so I had to pick the correct combinations – even if I didn’t like them.
I feel as if I could have put more detail into the background on the title screen
and also the animation seemed to play too fast (Needs more frames). I feel as
if the finished product would have been a lot more smoother and more
detailed.
Planning
Strengths: I was able to chart out what features my game would include,
when abouts I would start to create the parts and also what I wanted them to
do once in the game. I was also able to look back over everything I had stated
about the game and decide whether I wanted that to be the final product. My
planning helped my product mainly by giving me a structure to work from. My
process of making things is mostly adding bits that I deem neccesary as I go
along and it helped me start off and let me open up branches on the already
present features.
Weaknesses: The main weaknesses in my planning were sticking to my
schedules. I need to make sure i do not get distracted in the future and also to
allocate time at home to get more work done.
Time Management
I feel as if I did not manage my time as efficiently as I could have done and as
a result, the animation ended up being slightly rushed and I lost some of the
free time of my weekend. My project has been completed on time but it took
some extra weekend time to do. If I had more time, I would have made the
animation more smooth by creating more frames. I would also have used a
more action orientated song to go with it. the last improvement i would have
made is giving more animation stages to the units which would make their
attack look smoother as well as movement.
Technical Qualities
similar looking menu
selection and simplistic
style.
Technical Qualities
Similarities:
• Simple, easy to use and clear interface
which clearly states what unit is what.
• Each unit at the front of the queue will
be the one to fight.
• Base health to indicate how close to
defeat/victory the player is.
• Clearly indicated amount of money/Exp.
• Simplistic background style.
Differences:
• More detailed unit animations
and graphics.
• Special attack button on right
side able to use every minute.
• Unit production queue clearly
shows which units are being
made and how long until
creation.
Aesthetic Qualities
Personally, I think my work looks quite good for the time given. It has adequate
detail and features additions such as attack animations to give the characters
and overall game some life. It looks rather creative in my eyes with a fresh look
on defense games that we know and love but with an added twist of an
alternate universe and bizzare and wacky themes. Personally, I love the mounted
character's design and the unit menu. This is because it is more in depth than
just what the player originally sees and branches deeper into choices rather than
looking simple and boring. If I had the chance to improve anything, I would
improve the movement of the characters and the speed at which they play their
animations (adding more frames). This would give the game/animation a
smooth, more proffessional approach. I would also add extra features to the
menu, showing the player delve deeper into the options given instead of simply
showing the unit menu.
Audience Appeal
I think that I have appealed to my target audience very well. This wasn't originally a
hard task to begin with as I targeted age groups more than gender or ethnicity, etc.
I think the easy to navigate menus and simple fighting mechanics appeal to my
target audience of teenagers as at that age, they do not want to get into anything
complex and confusing - they would rather just get into the action packed parts.
The combat is simple and easy too for the same reasons. I tried to make it more
like the well known game 'rock, paper, scissors'. For example, rock (warriors in this
situation) beats scissors (Mounted), scissors beats paper (Archers) and paper beats
rock. This helps keep everything simple and not complex. Anyone can play and
therefore the game will attract more players both hardcore and casual.
Peer
Feedback
Feedback 1
• What did you like about the product?
– There is plenty of attention to detail and there is
decent character depth.
• What improvements could have been made to
the product?
– There could be more to the title screen
Feedback 2
• What did you like about the product?
– The graphics are ‘top notch’
– The sounds were entertaining
– It was good how you put in a cursor and it moved
as if you were actually playing the game.
• What improvements could have been made to
the product?
– The intro is a bit too long
Feedback 3
• What did you like about the product?
It had really good sound effects and good
animation I liked how it showed the options as
well.
• What improvements could have been made to
the product?
The song wasn’t action like it was a little light
hearted.
Peer Feedback Summary
• What do you agree with from your peer
feedback?
– The music choice could have been more action packed
instead of more laid back.
– The title screen could have been more detailed and
should have been cut down so it doesn’t bore the
user.
• What do you disagree with from your peer
feedback?
I do not disagree with anything that the reviewers
said about my work.

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7. evaluation

  • 3. Research Strengths: My research allowed me to find games that already had elements of what I wanted to add in such as ‘Age of War’. I was able to look at parts of the games which could inspire me. Features such as unit base health and units with specialties helped me decide on what I wanted my characters and bases to look like and do. Weaknesses: there were so many ideas that I liked but didn’t go together very well so I had to pick the correct combinations – even if I didn’t like them. I feel as if I could have put more detail into the background on the title screen and also the animation seemed to play too fast (Needs more frames). I feel as if the finished product would have been a lot more smoother and more detailed.
  • 4. Planning Strengths: I was able to chart out what features my game would include, when abouts I would start to create the parts and also what I wanted them to do once in the game. I was also able to look back over everything I had stated about the game and decide whether I wanted that to be the final product. My planning helped my product mainly by giving me a structure to work from. My process of making things is mostly adding bits that I deem neccesary as I go along and it helped me start off and let me open up branches on the already present features. Weaknesses: The main weaknesses in my planning were sticking to my schedules. I need to make sure i do not get distracted in the future and also to allocate time at home to get more work done.
  • 5. Time Management I feel as if I did not manage my time as efficiently as I could have done and as a result, the animation ended up being slightly rushed and I lost some of the free time of my weekend. My project has been completed on time but it took some extra weekend time to do. If I had more time, I would have made the animation more smooth by creating more frames. I would also have used a more action orientated song to go with it. the last improvement i would have made is giving more animation stages to the units which would make their attack look smoother as well as movement.
  • 6. Technical Qualities similar looking menu selection and simplistic style.
  • 7. Technical Qualities Similarities: • Simple, easy to use and clear interface which clearly states what unit is what. • Each unit at the front of the queue will be the one to fight. • Base health to indicate how close to defeat/victory the player is. • Clearly indicated amount of money/Exp. • Simplistic background style. Differences: • More detailed unit animations and graphics. • Special attack button on right side able to use every minute. • Unit production queue clearly shows which units are being made and how long until creation.
  • 8. Aesthetic Qualities Personally, I think my work looks quite good for the time given. It has adequate detail and features additions such as attack animations to give the characters and overall game some life. It looks rather creative in my eyes with a fresh look on defense games that we know and love but with an added twist of an alternate universe and bizzare and wacky themes. Personally, I love the mounted character's design and the unit menu. This is because it is more in depth than just what the player originally sees and branches deeper into choices rather than looking simple and boring. If I had the chance to improve anything, I would improve the movement of the characters and the speed at which they play their animations (adding more frames). This would give the game/animation a smooth, more proffessional approach. I would also add extra features to the menu, showing the player delve deeper into the options given instead of simply showing the unit menu.
  • 9. Audience Appeal I think that I have appealed to my target audience very well. This wasn't originally a hard task to begin with as I targeted age groups more than gender or ethnicity, etc. I think the easy to navigate menus and simple fighting mechanics appeal to my target audience of teenagers as at that age, they do not want to get into anything complex and confusing - they would rather just get into the action packed parts. The combat is simple and easy too for the same reasons. I tried to make it more like the well known game 'rock, paper, scissors'. For example, rock (warriors in this situation) beats scissors (Mounted), scissors beats paper (Archers) and paper beats rock. This helps keep everything simple and not complex. Anyone can play and therefore the game will attract more players both hardcore and casual.
  • 11. Feedback 1 • What did you like about the product? – There is plenty of attention to detail and there is decent character depth. • What improvements could have been made to the product? – There could be more to the title screen
  • 12. Feedback 2 • What did you like about the product? – The graphics are ‘top notch’ – The sounds were entertaining – It was good how you put in a cursor and it moved as if you were actually playing the game. • What improvements could have been made to the product? – The intro is a bit too long
  • 13. Feedback 3 • What did you like about the product? It had really good sound effects and good animation I liked how it showed the options as well. • What improvements could have been made to the product? The song wasn’t action like it was a little light hearted.
  • 14. Peer Feedback Summary • What do you agree with from your peer feedback? – The music choice could have been more action packed instead of more laid back. – The title screen could have been more detailed and should have been cut down so it doesn’t bore the user. • What do you disagree with from your peer feedback? I do not disagree with anything that the reviewers said about my work.

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