Tuesday, September 27, 2016

SWOT Analysis

Our game is called In|13|tween, the game itself will be a teenage life simulation with a point and click decision making type of experience. Our target audience are ages 10-18 because it would be the most relatable age to the users experience.


SWOT Analysis

Strengths
Our team has a drive to complete this.
We each have a bit of experience in different areas, (Sound, art, etc)
The fact that we are near the age of our target market, so we can relate to them.
The fact we have a small group, it makes getting us together and assigning us to tasks is easier.

Weaknesses
We should avoid trying to get too complicated due to our limited time and numbers
Our limited amount of time we see each other to communicate and overall time to complete the project.
The fact that we are all fairly new at this, we don't have a strong impact compared to other companies.

Opportunities
The fact that we are students we have access to resources that others don't.
The fact that the younger population seems to be more at risk than our generation was at their age.

Threats
Because we are in school, there's a chance that other classes will interfere with our progress.
The other group working on a similar game as us along side us.
Our experience level could be a threat if we don't try to learn what we don't know.

--------------------------------------------------------------------------------------------------------------------------

"Childhood Diseases" (Google play app store)
"This application dedicated to giving you the best possible information to help you make educated decisions on your health care needs.
You will find reliable health information such as diseases description, it's causes, risk factors, treatment and complications, questions to ask your doctor."

Strengths
On a mobile platform, so its easily accessible
Available offline
Large database available to the user
Has a steady target market. (Parents to young children)

Weaknesses
Not a game
Lack of interest to younger players
Primarily text based

Opportunities
Made for a permanent group of people, as parents are going to be a steady population.

Threats
If a similar software is released but is more image and game based, it could be overtaken.
Data based could be used for other software.



Tuesday, September 6, 2016

The Isle was created in Unreal Engine, so from playing with it I somewhat know what the engine can and cant do.

-In terms of progression from aging, The Isle's progression system works great with it. You start off as a low level dinosaur, then once you accumulate enough points, you can progress to a higher tier creature.
However, time wise, it be best to reduce how many points it'll take to move up in the clients game, as in the Isle, progression is going to be a long process, as at the moment, it takes 5 hours to get to the adult rex and eventually its going to take even longer, due to that progression points accumulate 1 per minute. (Although that will change in the future)



-In terms of meeting people, The Isle teaches you cant trust just anyone you meet, as if push comes to shove, players tend to think of them self first like in any other survival game. Due to this, the player in the clients vision can be taught that not everyone is going to be your friend (Although in the game, the worst possible outcome is drugs and such, in The Isle its much more graphic as well as loosing possibly hours of work)
However, by picking the right friends, the game becomes more fun and a bit easier.

Here, me and two other players made a pack of Austroraptors (Left) so we could help each other progress to Utharaptor (Right)


-Now something the clients game already has is making choices in what you future holds, in making good or bad decisions. In the Isle, picking between carnivore and herbivore will drastically change how you play the game and interact with other people. So there could be two factions in our game that would influence two styles of game play that may or may not overlap.

Herbivore life (Left) Carnivore life (Right)


In The Isle, because its made in UE4, and the Devs often stream what they do, its been explained what can and can not be done. Such as playable sauropods, as they would need 16+ attacks to have a viable defense against a large predator. Saying this, some game features may sound fun, but in actual game play wise they would not be enjoyable or balanced enough to work.