Week 06

As mentioned in last week’s post, the Alpha deliverable is when your game goes from being a simple concept or “tech demo” to a real game — or, at least, something that is starting to look and feel a bit more fun. Even the simplest visual tweak (such as changing from a gray background to green hills or a picture of a skyline) can really make things feel different!

In this post, we have:

  • Pushing animations are in the game!
  • Several new buggies
  • Ideas for the “Disney” side of design
  • Goals for the end of Alpha

As a head’s up, next week’s post (Week 07) will go live a couple of days later than usual, on Friday, March 6th.

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On Playtesting

“Playtesting” is something that has come up quite a bit in a number of the latest posts, and for good reason: it’s a crucial part of any design process, and game design is no different! Today, we’ll take a look at what Playtesting is, and what the Buggy100 team has been doing lately at their playtests.

In this post:

  • The Importance of Playtesting
    • What is Playtesting?
    • Goals for Buggy100
  • How do we Playtest?
    • Our Protocol
    • Equipment
  • Results so Far
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Week 04 – Wrapping up the Prototype

With this week, our Prototype draws to a close and the team starts to look ahead to the Alpha deadline. Many of our design questions have been answered, but now new ones come to light. Specifically: is Buggy100 a game, or an experience?

In this post:

  • Art Progress
  • Design Updates
  • Looking Forward to Alpha
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The Global Game Jam – Iron Rations

Today’s post is going to be a bit different from the others and talk about a non-Buggy100 game. The regular dev post will be up later this week, on Friday the 7th.

This past weekend was the Superbowl Global Game Jam, and a part of the Advanced Game Studio team was fortunate enough to take part! In addition to being a valuable team-building exercise, this weekend kicked off a ton of creativity, and was a valuable learning experience for reasons I’ll soon explain.

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