Group members:

  • Idil Sezgin
  • Kaan Uslu
  • Anıl Güney Altun

1.Milestone 

2. Milestone - Interim Demo
 


Presentation Video


3. Milestone - Alpha

 

4. Milestone - Playtesting

 

5. Final Release

HMHbuild.zip

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5 Kommentare

    1. Too me novel and interesting  gameplay mechanic to directly manipulate the guests
    2. How to handle  this micromanaging? Usually there are hundreds of visitors, how to make the player’s action make an impact? While building/managing the park it seems overwhelming to do the gameplay mechanics simultaneously (especially bc you wrote in your PDF that it should be easy to play for beginners)
    3. Maybe make the building/maintenance aspect rather simple and focus on leading the guests to optimize overall satisfaction (IMO your main feature). Or have like 2 inter-changing intervals: one for micro-managing, another for building.
    1. I like the idea of having different types of visitors, with each having their own preferences. These could add a good level of variability to each level as well as some dynamism, for example if a large group of elderly arrive after a time and the player must adapt the park to appeal to them.
    2. Depending on the amount of people in the park, it may be difficult for the player to keep track and affect the decisions of individual park goers. Especially if they are moving or grouped up, this could result in frustrating situations where they are trying to get one or more visitors to go one way and failing to do quickly.
    3. Since the crowd simulations are the main technical achievement, my suggestion would be to double down on the amount of people in the park. Having really large crowds entering the park will create a sense of urgency and succesfully dealing with them would be very satisfying. However I can also imagine making the game difficult to read and micro-manage, so some consideration should be made for that as well.
  1. Writing on behalf of Team Cicisoft:

    1. I think the danger and accidents of the game would be the most fun part. To see how the crowd reacts and adapts when a ride breaks down would be cool. Also the game could be addictive to play (almost like an arcade game).
    2. We couldn’t understand the win condition for the players. Also, the way that the clients will react to the different rides wasn’t clear and we are curious as to how the crowd will change “ideas” depending on the player's input. 
    3. Maybe as a high target to improve the crowd simulation group some visitors in families. Did you look at the mobile game “Overcrowded”. This is how I imagine your game.
    1. I like the direct interaction with the visitors. Usually building games don't have such a level of micro management, which sounds like a really nice addition.
    2. At the same time I think this level of micro menagement can quickly lead to an overwhelming amount of information and possibilities to the player. I would be careful with adding too much, or then at least limit the building aspect in some way. 
    3. I could imagine more outside focused interactions. Like bribing some politician to be able to build higher, or buying some TV ads so you get more visitors etc.
    1. I like the tower defense style mechanics of the game which could increase replayability due to its non-linear nature.
    2. Rule / turn based time system of the game can get boring and defeat the purpose of challenging the player if there is no upper bound to how long a can last for the player.
    3. Adding some special customers such as a movie star that you need to keep happy for your park to get good publicity might be fun. They might act similar to elite or boss level enemies in traditional tower defense games.