1. Students weren't there, however students did not play the game anyways
2. Not really, we're not sure if the game is fun or not, but if it wasn't even appealing then we already had a large fault there.
3.
2. Not really, we're not sure if the game is fun or not, but if it wasn't even appealing then we already had a large fault there.
3.
-What was the biggest problem you encountered? How did you solve it?
Coming up for a theme, I had to think of something really hard to find it. In the end, I decided on a Titanic theme, and naming the game London to New York
-When did you get your biggest "AH HA" idea? What was it?
The inclusion of math as part of the game. I got this idea actually pretty close to the end, when I was designing my prototype. It added a lot more complexity to the ideas.
-Who in your group resisted new ideas the most and why?
I worked by myself.
-What doubts did YOU have about the project and how did you overcome those doubts?
I had doubts about the game not being complex enough. I overcame the doubts first by getting the confidence to know that I could achieve the goal of the game that I wanted. Then, I thought of other ways to make the game less simple, such as the addition of math.
-Who in your group played "devil's advocate" (a person who questions everything, even good ideas) and how did that help the process?
I worked by myself.
-What did you learn about yourself, teamwork, and the design process?
I learned that I like making games, and hope to make more stuff like this in the future. I learned, when building the game with Samy, that its important to have everyone understand what we're doing. As for the design process, I learned that getting people attracted to your game is important, because if nobody is attracted to it, you don't know whether its good or not.
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