Blog Post 3
This is my third and final blog post for the game design 377 Mobile Game Development course. Over this entire semester I have been in the role as Producer for the latest game I've been a part of making called Allergy Season. Allergy Season is a physics-based, nose defense game where the player must find ways to maximize points and also juggle away the allergens that will hurt your nose. Allergy Season is inspired from games such as "Where's my Water", a physics-based water game, and "Bloons: Tower Defense", a tower defense game where you attack bad balloons so they don't hurt your tower. Over the course of this semester, I have been very involved in the task management so that every play test we had with the class, we would have at least one new mechanic that the class could give their opinion on. Overall this game was a huge success based on our feedback forms and had a lot of fun creating this from scratch. Tasks I took upon myself as lead involved minor tune-ups and patches that I can hammer out as my team works on the next sprint. For example, if we got the main mechanic of the slow time power-up to work but we didn't have a sprite ready, I would quickly hop in to Photoshop and create something so my team can work on the next major implementation. This allowed me to still have a hand in developing the game, while also never losing pace with where I wanted the game to go. Currently no tasks are in progress and we just got back from Thanksgiving break so we will have a sprint review shortly. The whole semester has been fun especially now that I have a few more friends who are also very talented and I can rely on them for some game design knowledge.
Blog Post 2
This is the second log post for my junior year fall semester mobile game project. Being a producer on a mobile game made of this scope has been demonstrably fun. This time we have moved to a digital version of the game which finally allowed us to implement the main draw of the game, the physics. What we have done is used gravity as it is, but we flipped the direction of the game so the allergens move towards the nose at a comfortable pace. The game has been extremely well received by play testers mostly because of the tapping mechanic and physics-based game play. Every time the game starts its a new game which made replay ability a huge plus to the fun factor. I've been tasked with having control of the path of how the game actually plays in the consumers hand. A lot of the feedback I got to implement into the game came from the surveys I had play testers take. There were no issues in this entire process my teammates are great and we've found a solid groove revolving around updating the game play for maximum consumer satisfaction.
Blog Post 1.
Allergy Season
I am currently a producer on a mobile game I named "Allergy Season". Allergy Season is a top-down, conveyor belt puzzle game where you must defend a nose from being clogged. This game has no win condition and the difficulty ramps up so you must last as long as you can. In the picture above you can see the style in which the game is played and the main mechanic itself. Similarly to how an air pump blows away cotton balls, your tap on the phone screen will do just that. The catch is you only gain points based on how many blue allergens you let through. You must restrict black allergens from being sucked in because if you let in too many the nose clogs. Since I am on a producer role, my tasks include play test reporting and bug fixes within the experience. I also assist with asset creation and filling any role that I can fill. This game direction is heavily influenced by my opinion of how I want it to go so I mostly am in control of that. Our efficiency on how we update the game and how we implement mechanics has gone without issue so I am proud of that. I wish we all could spend more time on the game but we do have other classes and responsibilities to attend to. I am confident this game will be one of the top ones in the class based on the fact that we are one of two groups that use physics and this is a very original take on a genre.
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