LILâ TOMMY - EVALUATION 05/06/2017
Reviewing My Game
The part of Suvive/Thrive that has inspired me would be the survive theme. I created a top-down 2D shooter game where you had to kill hordes of un-dead skeletons, and the key of the game was survival. This correlated with the overall project as I had linked the survive project with the concept of my game.
My original target audience was aimed at children the ages of 12+; however, I decided to create a game that appealed to teenagers the ages of 16+ because then I could make my game a lot more detailed in terms of gore, while still keeping itâs pixel-art styled theme.
The type of games teenagers the ages of 16+ consume on a regular basis would be Cannon Fodder, The Chaos Engine, I MAED A S0NG W1TH Z0MB1ES 1N IT!!!1. These games have all been analyized in detailed blog posts which you can find here:
The Chaos Engine:Â https://ryanimglv3.tumblr.com/post/160946784339/top-down-perspectives
Cannon Fodder:Â https://ryanimglv3.tumblr.com/post/160943599294/comparative-product-cannon-fodder
I MAED A S0NG W1TH Z0MB1ES 1N IT!!!1: https://ryanimglv3.tumblr.com/post/158667945144/analyzing-a-media-product-that-is-similar-to-my
The majority of the feedback I was given from my audience was positive, things like the art style and concept was liked, if you are interested and want to find out more about the feedback then check out these posts because I have gathered feedback from my audience in several in-depth play test blog posts that you can find here:Â
Play-test #1:Â https://ryanimglv3.tumblr.com/post/161461314704/play-test-1
Play-test #2:Â https://ryanimglv3.tumblr.com/post/161467382604/play-test-2Â
I feel like my product is fit for my target audience because I have reviewed games and movies that my target audience enjoys, and have d one this by originally asking my target audience during my focus group what films and games they personally enjoy, and why. This information allowed me to improve Lilâ Tommy and make sure that my game consists of certain things they would enjoy, or find interesting in order for them to stay interested when playing my game and not become bored easily. I feel like adding the sound effects into my game such as the rain sound effects really made my game special, and it was said by Tom - a teenager who took part in my original playtest that the sounds, especially raindrop sounds really make the game immersive, and makes you want to keep playing.
I made some changes to my final product in order to improve it. Firstly, I felt that my storyline wasnât that well developed originally and needed to change it as it didnât really link together with the levels in my game. This was an issue as if the storyline didnât show the background as to how Lilâ Tommy actually arrived on No Manâs Land, then the story obviously hasnât been developed well enough. Changing the storyline was important as developing it would make more sense and link together with the actual background. The majority of my target audience enjoys a good and well-developed storyline to correlate with a game, as it then makes the game more enjoyable to complete due to the journey you endure with that character. The changes I had made to the  narrative side of my game were certainly positive and allowed my game to be developed further. In my focus group, my audience thought that the changing of the storyline was a good idea because in my one sheet and G.D.D the outline of the game wasnât clear - due to it not really working and linking with the gameâs concept - which is why they felt it would be better to improve Lilâ Tommyâs background and overall his reason for being on the battle field at such a young age.
Reviewing The Original Ideas
My original product was supposed to be a top-down 2D shooter game, and as a final product still is, but includes a developed story as to how Lilâ Tommy actually ended up as a boy soldier on no manâs land.
I chose to create a top-down 2D shooter game as from previous development and knowledge into how these games work and the concept of them I felt like I could create a well-developed game that my target audience would enjoy because of the selected features and assets implemented in order to make it unique.
Originally, the intended target audience I was aiming to reach out to was 12+., children, as my game is pixel-art themed; therefore, it would be appropriate due to the limited amount of gore I would be able to include; however, after a talk with my mentor I decided to up the target audience age rating to 16+, and this was because then I could make the more realistic, and immersive for that age group. As without the aspects of rain, blood, gore, they would easily become bored and stop playing my game.
I feel like my finished product matches is close to my original product, but not the same as it has been improved significantly due to the storyline and target audience being changed. The storyline line in my game was changed in order for it to make the game stronger, in terms of background and concept, and I decided it would be a good idea to change this as not only did I feel, but members of my target audience agreed and in the feedback mentioned it could be improved, and if done correctly make the game even more appealing to the age rating of 16+. The target audience was changed as I didnât want to have to limit myself towards having less of a gore-filled game due to the age, and I felt that the majority of 12-year-olds - the age rating my target audience was being promoted to - wouldnât even understand or be educated about WW1 and WW2; therefore, the storyline and overall background of Lilâ Tommy would be ignored - as they wouldnât care about that, and just want to play the game.
Technical and aesthetic, style and content
My finished game is up to a standard of where there is a concept, you have health, and eliminate enemies in order to survive. The art-style is pixel-art themed, and suites the gameâs concept, which is why I have kept it that way. A benefit of having a pixel-art theme allows you to implement gore, while it still looking cartoon-like.
The intended look for my product was supposed to be pixel-art themed, and the current look is pixel art-themed, the overall graphics look high-quality due to the pixels being 64x64.
The technical qualities of my finished game would be the mechanics, and also start screen. I have put a lot of work into coding my game so that things such as start menu screens and sound effects are executed when you click play and start the game. Coding in GameMaker has been a challenge, but I have managed to progress and develop my skill; therefore, I have been able to implement more complex aspects into my game making it more technical.
I feel that when it come to designing my game I wasnât able to complete it to the standard I expected it to be completed at. The game is playable and there is a concept, itâs just I feel that I wasnât able to add the extra levels due to me being over-ambitious. This is because the current game I have and overall work for this project has been done at a high standard; therefore, if I was to make the extra levels I intended to make, I donât feel like the work completed to as high of a standard as I would have been stressed and most likely rushed designing and developing the additional levels.
The effect that these changes have had on the product would be that my product doesnât consist of the three levels I planned out to create; therefore, the duration of the game wonât last as long because if you survive the first level, you would transition to the next; however, the current stage my game is at doesnât allow you to move to a different level I feel like overall the effect that these changes have had were negative, and effected the quality of my game.
Your Strengths And Weaknesses And How You Made The Most Of These
I believe that my skills have certainly developed through this project, and especially when it comes to GameMaker. I feel that I have progressed in my knowledge of coding in GML, and am capable of understanding and writing code fluently. I also feel that I have developed my skills in the research department, and this is all down to the fact I have had to constantly create varied research on aspects that relate to my project.
I encountered problems such as bugs, and these were discovered through feedback from my play-tests, as well as playing and testing the game myself. I solved these bugs by testing and re-writing the certain variables that were buggy or causing errors. I also encountered problems with my story, as it was undeveloped. I solved this problem I encountered by altering my storyline for the better, and this was done by thinking as well as re-planning the background as to how Lilâ Tommy arrives in No Manâs Land.
When solving problems my strengths helped when actually fixing the bugs, and writing up the re-worked storyline. I feel that I could have used my strengths in the production stage of my product, and for my weaknesses were apparent in stages such as the production, when it come to creating a well-developed story, as I had to come to back to my storyline before development because it didnât link with the concept of my game. On the plus side, I do feel that I have done extremely well with coping with this project, and completing certain tasks before set deadlines on my gantt chart. As well as I have been able to remain calm and not stress, due to being used to completing my work on time while following the criteria.
I have learned how to carryout in-depth research as well as develop games in GameMaker to a high standard. I have also learnt how to schedule and remain on time with certain deadlines in order to ensure certain aspects of my work is complete on time. Referencing in harvard format has also been very successful as I have educated myself on how to stick to the format and guidelines. I will certainly take the research aspects as well as development aspects into next year, as I know they will be vital.
Over the course of this unit, I have really learnt to handle my time. Not only when it comes to certain stages of design, but also in development. I have realised that it is an extremely hard skill to multi-task, especially when making sure that you can develop and organise at the same time. I have struggled in the past with muti-tasking when it comes to the development side of the project, but have overcome this weakness in the recent months. I have managed to stay organised when writing code for certain assets, so that if I get errors, I can easily identify what is causing the problem. I feel like this is a very useful skill in the industry, which is why I have been trying to better my organisation with my work as well as code.
We have also learned how to research. Research is one thing, but in order to achieve higher grades it must be at a high standard, and to do this you would need to research in-depth, and you can do this by linking back to your target audience. When creating research posts we always link back towards our target audience, so that it shows that we are thinking about them the whole time whether that be when getting inspiration from certain games or designs, or actual developers/designers. We are creating a product for an audience, and should listen to them as well as think as to if they would enjoy something like a certain feature implemented. When doing research for this project it was important to make sure we noted down what games/developers had inspired us when creating assets - if we had taken any inspiration.
In conclusion, I feel that this project has been extremely successful in terms of learning as well as creating. I have managed to create a game that operates and has a concept. The game hasnât been finished to the standard I aimed for, due to me being over-ambitious; however, I am still pleased with what I have achieved. I managed to overcome problems such as bugs, as well as errors, and have also made sure my game was exactly what my target audience would enjoy.
















