Friday 2 June 2017

MOJO Wrap-Up

May 30th was MOJO day.

We're glad we got to attend the event and experience a lot of interesting concepts, and present our own to the public for testing and feedback.

For those that want to, but didn't get the change to test out our game during the event, we leave a download to the prototype version we presented.

You can also check out a full run of the showcased build below (minus tutorial), that one of our developers completed during break period.



If you wish to offer any feedback, we're still accepting questionnaire submissions.

We hope everyone had fun at the event!

Week 13

This will be the final post on my behalf.

This week was the MOJO event. All attention was focused on some last minute work.

The overall experience was very positive. Getting first hand feedback from the attendees and other devs that attended was a very enlightening experience.

After the MOJO, we all spent some time analyzing the feedback registered during the sessions and the questionnaire results, and planning what tweaks were the most crucial to implement.

Future work will address the improvements and the production of all the necessary documentation for the final course delivery.

This was a very positive experience, and I hope I can take part in similar ones in the future.

Week 13

Week fully dedicated to MOJO, there was time to fix a bug on our second level that made it slower and now has perfect performance and all thanks go to an attendee of MOJO.

After MOJO we planned on reviewing our questionnaires and feedback from players to implement new features and fix some old ones.

Week 13

The beginning of the week was fully dedicated to have the prototype working for MOJO.
The rest of the week was more calm, since we needed time to go through all the feedback and questionnaire answer.
We also started planning what will be the next steps and what we will be implementing and improving in our game.

Friday 26 May 2017

Week 12

Working hardly to be able to get the best experience in MOJO.

Creation of an item abstraction to be able to create items easily.
New items, stun item, adrenaline rush, more to come.
Some tweaks to the key item.
A new type of enemy, you will not be able to hide from him!

Changes on scanner and distraction.

Some tweaks will still be done until MOJO.

Week 12

Tweaked a few aspects of the game
Started implementing the final aspects for MOJO (including logger)

Week 12

This week was entirely filled with preparations for the MOJO event.

A lot of work was put into improving and tweaking the gameplay of the first demo level, as well as building the second demo level.

If time allows it, there's plans of preparing a small tutorial demo to introduce users to the game. If not possible, the intro document for the playtest will have to suffice.

Final adjustments to the documentation and promo materials are also underway.

Looking forward to the MOJO event. Look for "us" there.