

Today we are working on our prototype.


Today we are working on our prototype.
Our friends from angry raccoon games gave us some heuristic evaluation on our game.
They were not pretty sure if the game is for the male or female audience, but agreed that the game will work for players from 14-20 years.
Imagine you are trying to construct a paper lantern and you’re stuck half-way. Imagine you fold a paper airplane but it won’t fly. Imagine you need a hat from a sheet of paper, but forgot how to make one. There is only one person you could entrust your problems to. Who?
From the depths of origami, born out of papyrus, master of bleaching, folding and cutting paper. Scissors tremble in fear of his hands, which cut paper like a knife cuts through butter. There is no paper alive that hasn’t heard his name.
We bring to you your guide and sensei for your gaming experience: Paper-sama™ (Programmed on PEFC-certified paper).
He will help you take your first steps in the game. He will be hard on you, but also he will always watch your back.
Julia: I think female players will love our game because it is non violent and has a low frustration. Furthermore it scores with a beautiful look. Male players will enjoy the competition in our game.
Julia: Yes, of course. For example the likeable charakter, the smart-looking simulation and the weak punishment of failure.
Julia: Our goal was to reach a large audience but it turns out it works better for female players. The game will fit best the age group from 20 to 30. But it will be also fun for other age groups and also male players.
Julia: Actually there is no game that is comparable to our game. Great simulations with nice graphics like sims and a lot of facebook games like farmville and so on are really successful in our expected audience. The possibility of combining the game with the reality is at present unique.
Julia: Although our target audience are females, it’s not necessary to make any big changes. We think that the game attracts the attention of both genders and features many aspects of gender neutral games.
We took out the lab coats and jumped into the world wide web to dive for other games, that are somehow related to our game.
So check out which products get similar to our game, still most of them are really far away. We had a little hardstop when we sah Imagine Earth but there are still loads of differences, that it does not support communication and has no link to the real world are only two examples.
Simulation
Roundbased
Level of difficulty: Really simple
Skills:
Resource Management
Impact from different plants on the enviroment
http://www.jason.org/digital_library/8239.aspx
Simulation
Roundbased
Level of difficulty: medium
Skills:Efficiency calculations
http://de.wikipedia.org/wiki/Ascendancy
Simulation
Realtime
Level of difficulty: -
Skills:
Resource Management
Impact from population on the enviroment
http://www.imagineearth.info/en/
Simulation
MMO
Level of difficulty: Depends on the other players in the universe
Skills:
Resourcen Management
Timing of actions
http://www.looki.de/info/space-pioneers/start.html
Simulation
Realtime
Skills:
Resource managment
Polution control
Polution effects
This weekend we visited the Game City Vienna! On Friday we attended various interesting lectures. On Saturday we discovered loads of innovative game designs, ready to enrich the markets. We had a lot of fun and welded our team spirit into a new level.
Here are some of our experiences:
I really enjoyed the Avatar lecture. The lecturer was described by the host as the” friday boss monster”, her lecture being the last one on Friday. She gave an overview on four of her recent studies examining the behaviour gamers have towards their Avatars.Later on I had an interesting talk with the lead producer of “Ludwig”, a new Austrian educational game. Actually I met a lot of smart people.
Personally, I think the smaller projects were more interesting than all the overdone games the big concerns presented.
The lack of good coffee ultimately presented the biggest problem on our otherwise enjoyable Vienna weekend!
The lecture on politics in games was not only stimulating, it also gave me a new insight on how games can influence people.
On Saturday I spent hours waiting, in order to get a drawing of Capt. Balu for my boyfriend. I felt quite nerdy standing in that line…
All in all the convention brought back the feeling of being a child, but all the strange people attending the convention made me feel especially normal.
Tired of all the children and all the turmoil, I fell asleep only seconds after arriving back home.
I had a blast playing ’Eye Pet‘ on the PSP. Watching the pet adapting to the table via a camera and a card was entertaining and technically fascinating. Still, most of the stands were way too busy for me. I refuse to wait in line for three hours just to get a glimpse of some ridiculous game!
While I did find some interesting game concepts, there were also simply bad ideas. The trash game (literally) ‘green runner‘ from “Wiener Energie” for instance turned out to be a complete waste of time.
Actually, the games I enjoyed the most where the simple oneswe played during the opening lecture. Which proves once more: Keep it short and simple.
Hiring can be hard, but we chopped through pretty well. After sorting out which professions we need, we believe we hired a really strong (and slightly flustered) team.
So after checking what kind of team you need for game-development-project (some unneccesary jobs were left out), we posted the three following positions:
Executive producer – Works on the concept, the usability and takes care of the administration
(Includes: Team Leader, Technology Leader, Quality assurance managment, Office Administration, Script)
Art director – Ensures quality of the product in video and audio
(Includes: Lead Designer, Senior Designer, Lead technical Artist, Music, Sound design, Audio director, Voice directing)
Brand manager – Responsible for external communication and PR
(Includes: Marketing, Coverartwork, PR, Story Concept, Web Assistant, Textediting)
Julia Suppan will take care of Public Relations. She is good with people and fluent in English, which is important for writing articles for the blog. Her calm nature will be conducive to professional external communication. She is also a skilled designer and web-developer, and an excellent presenter. So we hired her as one of the three core team members.
Alexandra Derntl‘s bright and clear visualizations speak for themselves, and even more impressive are her skills as a typographer and as an artist. We think she will prove as one of the three most important members of the team.
Nils-Leo Nienstedt will be the left-handed lateral thinker in the team. His organizing skills and interest in writing concepts will benefit the group in many ways. With his affinity for good usability, he rounds out the team of three. In addition he is friendly with the local coffee shop and will therefore provide the team with the necessary caffeine.
Producer – While we would love someone to sponsor the project, we manage without a producer for now…
Programming/Programmers – Apparently we don’t actually have to program the game. (In case of problems we will hire Thomas Radeke.)
What is more difficult than finding the perfect name for your „child“?
After a long discussion and numerous of inquiries via Google and Wikipidia, we have decided to do this in a more creative way. Namely mathematically. Therefore we took the crossfoot of our birth dates and add them together.
The result was 91. Afterwards we write it out in word.
einundneunzig
But we find an english name would be better.
oneandninety
Then we tried to add the mathematical component.
one+ninety _ one-ninety
That was good but we could do better. We tried to give the name an additional kick – and it worked.
We chose „one to ninety“, which reminds of the age advice of games.
Finally we had more than a name – we also had a targetgroup!