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Plan for Keith Johnston
Plan for Keith Johnston
| Name: | Keith Johnston | ![]() |
|---|---|---|
| Date Posted: | Oct 16, 2003 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Keith Johnston |
Blog post
IGC Rocked
IGC 03' was fantastic. It was great once again to meet with such a group of dedicated gamers.
I really appreciated those who played TubeTwist, and your feedback will definitely change the direction we will take the game. IGC provided a great usability lab for testing the game, and I realize now that the game has too steep a learning curve.
The most frustrating thing for me was to watch someone start up the game, play around with it, and then exit - not having even played the game. Lesson learned - make the first levels of a puzzle so trivial that all you have to do is push a single button to 'go'. :-)
The best thing was that the two things we had concentrated on in the last few weeks - the camera controls and the look of the tubes, seemed to be well received. I think the areas we need to concentrate on for the final release are:
- ordering the puzzles so the 2-D puzzles come first
- fixing the piece placement bugs
- making it easier to place new pieces: switch from drag and drop to select-and-click, and show where the new piece will go before the user clicks on it
- clean up the UI so that the controls are even more obvious
I loved Jeff's slide from the keynote: "If you don't innovate, you're dead, and if you do innovate, you're dead". I know that what we are trying to do in TubeTwist is new - we just have to work to make it not "too new".
Keith
I really appreciated those who played TubeTwist, and your feedback will definitely change the direction we will take the game. IGC provided a great usability lab for testing the game, and I realize now that the game has too steep a learning curve.
The most frustrating thing for me was to watch someone start up the game, play around with it, and then exit - not having even played the game. Lesson learned - make the first levels of a puzzle so trivial that all you have to do is push a single button to 'go'. :-)
The best thing was that the two things we had concentrated on in the last few weeks - the camera controls and the look of the tubes, seemed to be well received. I think the areas we need to concentrate on for the final release are:
- ordering the puzzles so the 2-D puzzles come first
- fixing the piece placement bugs
- making it easier to place new pieces: switch from drag and drop to select-and-click, and show where the new piece will go before the user clicks on it
- clean up the UI so that the controls are even more obvious
I loved Jeff's slide from the keynote: "If you don't innovate, you're dead, and if you do innovate, you're dead". I know that what we are trying to do in TubeTwist is new - we just have to work to make it not "too new".
Keith
Recent Blog Posts
| List: | 11/09/06 - Vacation - Time to Relax and Start a New Game 09/02/06 - The 2D Renaissance: Flash vs. TGB 05/18/04 - Plan for Keith Johnston 10/16/03 - Plan for Keith Johnston |
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Submit your own resources!| Ben Garney (Oct 16, 2003 at 01:46 GMT) |
It's definitely an awesome idea, tho it daunted me when I tried it. :)
| Keith Johnston (Oct 16, 2003 at 02:23 GMT) |
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