// During GDD2 presentations
Devs: Now he needs a fish taped to his face.
Professor: A fish taped to his face?
Devs: So he can breathe underwater.
Devs: Does that not make sense?

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// During GDD2 presentations
Devs: Now he needs a fish taped to his face.
Professor: A fish taped to his face?
Devs: So he can breathe underwater.
Devs: Does that not make sense?
Why did my team decide to make a fishing simulator when we had so many better game ideas?
The sexy will get you in trouble. That's a life lesson.
—My GDD professor
05: (Story v2) A Much Needed Retcon
Alright, so what follows isn't what I'd initially planned to do for Post 05, but I decided to give you readers a look inside my head, and throw Version 2.0 of the story of Odds & Ends up onto Tumblr.
But before I show you what I came up with tonight, let me first reiterate the original edition, as it was written during GDD1.
Full disclosure: Original story was written by John Cognetti, not me.
"In Odds and Ends, you play as a hodge podge of parts. Each part contributes to the look and abilities of the character. The goal is to outfit your character with adaptations to the environment and puzzles you are presented with in order to solve them effectively. Along with solving puzzles, there are parts that you can collect to increase your character strength and grant abilities. There are also enemies roaming about that you can either befriend and absorb pieces from or destroy and scavenge pieces from."
As our team progressed through development in GDD2, we quickly found ourselves straying pretty far from this story (especially art-style-wise), and as you probably remember, playtesters called us out on this.
After last Thursday's playtesting report presentation, I took it upon myself to write an entirely new story for the game to work with. It turned out to be a harder task than I'd initially anticipated... I'd forgotten that I get writer's block extremely easily. Finally, though, I came up with a basic concept, and decided to just run with it. The result? An exciting backstory that hooked in the reader and fit our current art styles.
Version 2 of the story of Odds & Ends follows the jump. (I promise, the jump is worth using this time; the text-file version of the new story is about 85-90 lines).
04: A New Perspective (to find new holes)
Fair warning: This post may prove to be shorter than others. There's not a ton to talk about, but I still feel like there's enough to warrant a post.
So, yesterday, in class, each team did its presentation on the results of their first playtest. When Ted & I went up to report on Odds & Ends' first playtest, things seemed to go pretty well...
Until we got to the Q & A session. At that point, we got the goals for Playtest #2 picked apart pretty well. Specifically, Prof. Jacobs did a good job of giving us some ideas of what to really focus on for the next playtest, and as a result, I've gone and revised the goals that I posted here back on the 5th.
To read more about what Jacobs brought up, and what V2 of the goals for Playtest #2 looks like, just follow the jump.
03: Moving Forward (by looking back)
So, earlier today, Odds and Ends got its first true test-of-merit: in-class playtesting. However, looking back on today, I'm a little annoyed with myself (and to a lesser degree, the team as a whole) with the product we put out there for testing. I don't really feel like it was a "complete" prototype; for the most part, the results of the tester surveys (filled out by each person that came over to try out Odds & Ends) seemed to agree with my general sentiment. Our game was good for where we are in the course, but there's a lot more work to be done.
Fortunately, we got a great amount of feedback to look over (we had twelve testers in all give the game a shot), and I've been able to compile some notes about what we did right with this build, as well as what we messed up on. Altogether, it proved to be more than enough data to create some goals for the next playtest.
Of course, I won't end this post just yet; the only reason you're probably even bothering to read this is because you want to know details. Well, I've got them for you... just follow the jump.
02: Pre-Playtest Review
This one's going to be a bit different than a "usual" dev post, but I wanted to keep the promise I made in Blog 01 and talk about what got covered in our team meeting. This afternoon, the Odds & Ends team had itself a group meeting in the GDD "Projects Lab" (GCCIS 2435), since the Game Design Lab (GCCIS 2000) was in use for Imagine Cup and the Halloween Hack-a-thon. The meeting went about as well as I could've hoped, considering it only lasted about an hour, and our co-lead programmer Julien never actually showed up. Disclosure: I learned a few hours later that Julien's apparently sick as a dog, and couldn't even drag himself out of bed until about 5pm EST. Feel better, man.
Fortunately, it appears that basically all of the "Top Priorities" that I mentioned in my previous entry are as I write this either a) already done, or b) actively being worked on, and will be ready for inclusion in Tuesday's "first playable" version of the game. For specifics, go ahead and follow that jump link below.
01: Behind the Ball (but gaining ground)
NOTE: Every dev-related post will be given a number in the title so that sequencing is made easy, even to an RSS feed. Also, while this is Dev Post 01, it should have been No. 07; I'm going to try to catch up over the next couple weeks as best as I can.
----- Introduction
So, where to begin... My name's Ed Finer, and I'm the Product Owner/Project Lead for Odds & Ends in my Game Design and Development II class at RIT.
I'll be trying to post frequently to this blog to keep anyone interested updated on the game as it moves along; at minimum, readers can expect one post per week.
----- Where We're At Now
Right now, 10 weeks into the first-ever semester at RIT, the Odds & Ends team is preparing for our first playtest. We've done one or two in-class presentations of our current development progress, but Tuesday's session will be the first real test that our game's had.
Honestly, I'd have to agree with that Danish said in his post tonight; our team is not ready for this right now. I'll admit that we've been far from consistent in keeping in touch, despite our efforts (private FB group, emails, weekend lab meetings) to the contrary.
However, what I can safely say is that we will be ready, because we all know how important playtesting is to game development. Besides, there's only a few things that we need to add that didn't exist in our last class demo on the 29th of October. A rundown of the "must-haves" for Tuesday follows after the jump.