WEEK 8 Post Mortem
The readings that inspired my design process for this development was about game premise from Chapter 4, page 106. This reading got me thinking on the meaning behind what I was creating, and how I could create a story in the game through the use of visual aspects. I did this by adding colourful fish, some swimming in schools, as well as having it seem like the player was moving upwards to imitate the fish being reeled in.
One thing I would change on how I developed my prototype; would be how I play tested and implemented changes based on the feedback. I did not emphasize taking notes of the play testers actions and what they were doing (chapter 9, Page 290), therefore I feel like I lost some useful information with how the player interacted with the level, and how they would dodge/where they would mainly play. Another thing I would experiment with would be to develop my idea for longer period of time, over different days. I found this idea from the readings on Chapter 7 Page 216, and think this method would be better, as I would be able to think of new ideas, or develop upon my one, coming up with better mechanics.
A thing I would change about the design of the prototype would be to add a score and a mechanic where the game wasn’t infinite, with a bar displaying how much further the player has to keep the fish safe. I think this would enhance the game a lot more, by adding a depth meter, I could implement different enemies, objects and backgrounds depending on how deep the player is. For example, at 1000 meters they would start in the deep ocean, having to dodge whales and marlin, and then toward the top they would encounter lots of schools of fish swimming across the screen which they would have to dodge.
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. ProQuest Ebook. Retrieved from: https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698
















