For privacy, all data is stored in a private spreadsheet. Only team members are shown answers provided, and no personal information is gathered.
https://docs.google.com/spreadsheets/d/1JuJzCFIZUy5mk4AsryPokz-RmXQgwrgJyL_t7wuPaFU/edit?usp=sharing (02/21)
https://drive.google.com/drive/folders/16w8Lg_YHJ_jxJ_5GX9eWvaV9b2POWbh2?ths=true (Will's Playtest) (09/23/21)
https://docs.google.com/document/d/10PCC7KP9bFqoBc5UROoqB4bcAPgNSoyLl7beZZgQd3U/edit?usp=sharing (First Thursday) (10/07/21)
https://docs.google.com/forms/d/e/1FAIpQLSfM_W5tyckraDfpShZqrvQDtcTWy7-DyBH5j_Y3O8uenrv6fA/viewform (Fall 2021)
https://docs.google.com/forms/d/e/1FAIpQLSctAcBU5M1cG5f717yYirRikf-Drp9QkWgZFsaXOt-hTmRftQ/viewform (Winter (Fall) 2020)
Breach of Space - Playtesting Questionnaire (Winter (Decemeber) 2020)
Our first prototype was to test whether it was technically possible for us to set up our game in a way that felt easily understandable. The monitor on the left shows short tasks (in this case, picking up pneumatic mail tubes) and the monitor on the right shows a longer task (restarting three machines). We also show an item that the player could trigger to spawn in each room.
Our 2nd prototype expanded on our first in a few ways. First, the player can shift to different cameras in their office. We also introduced players to the computer that incorporates the world & narrative to the player. The most noticeable difference is the inclusion of two environments and objects.
Our final prototype before workshop 1 incorporates all of the elements of the prior prototypes but adds an additional layer of resource management, success and failure states, and two different types of interactions (fixing a problem and working a research tile). We also incorporated an interactable UI that allows the player to purchase a new faster robot worker through research gained from working a research tile and a robot worker upgrade that makes a worker move faster briefly which can be purchased through credits gained from fixing problems and researching. Lastly, we added a status report in preparation for the future to keep track of the score and we created an interactable UI that keeps the player up to date with jobs and worker interactions.
In our first prototype in workshop 1, the major change that we made to our game was the player's POV. The POV in our previous prototypes gave the player an eye in the sky feel. The player was in an office space with two monitors, one on the right and one on the left. The player would use these monitors in order to control the cameras in the rooms. This was similar to the camera system in Five Nights at Freddy's. In our new game we removed the monitors and switched to an isometric POV. This allows the player to see all of the areas at once without having to switch cameras. Also, we changed our mini game which is now a multiple choice question at the end of the player’s shift. The player must now answer the question correctly in order to move onto the next day.
For our second prototype in workshop 1, we made changes to our area and mini games. Our new area is just one department which is the Research and Development or R&D department. The R&D department has the computers from the last prototype in which the robots complete tasks on. Also, we completely removed the mini games. Instead of mini games the person has a screen that tells them how many tasks they must complete during their shift. Like the previous prototype the player clicks on the robot and moves the robot to a computer and once the robot is done it adds one to the task counter. When the players gets all of the tasks done their shift ends and they move onto the next shift.
Our prototype for GDEX and First Thursday was our first official prototype/build since the pivot in game direction and thus has many changes from previous prototypes. In this prototype we have a first person camera, a new area, and sabotaging implemented.