RYAN STAUDACHER
  • Portfolio
    • Aiku
    • Quickdraw
    • Doomba
    • Chauffer Charon
    • Tsumo Shot
    • Freeze Chamber
    • Educational Oiram
    • Crap Shoot
    • Save The Princess!
    • Voxel Terrain
  • Resume
  • About
  • Contact

5 Core Ideas

1. Food eating contest. Eat food faster than competition to win.

2. Reading minds. Player can read minds of NPC's to solve puzzles.

​3. Duck hide and seek.

4. Frog Florist: Deliver the flowers to customers on time.

​5. Amish monster battle. Amish guy battling monsters.

Candy Crush Analysis


  • Platform: IOS
  • Objective: Get rid of the candies
  • What I Like: 1. Simple Controls, 2. Easy to Understand and Play, 3. Hard to Master
  • What I Don't Like: 1. Repetitive, 2. No story, 3. No achievements
  • 3 Reasons Why Candy Crush is Popular and Successful: 1. The game is addicting, 2. Leader Board/High Scores/Try to Beat Your Friends High Scores, 3. Easy to play/Hard to master
  • Plan for Modifying: I would change the goal of the game by giving a story to it. Even just a small story would work. That way the goal would switch from trying to beat your friend's high scores to trying to take down the Crushmaster: evil genius and master of the crush. To improve the game I would give it a story (even a small story would work), add achievements to the game, and add power ups that give different abilities to the player. 
  • Why the developers didn't add these things: I think the developers of Candy Crush did not add a story because they wanted the motivation of playing the game to be to beat your friend's high scores. They may not have added achievements because they do not think that achievements add much value to the game and would not be worth the effort. They may not have added power ups because they thought it made the game too hectic and harder to understand. 
  • Why would players like my changes: Adding a story and achievements would give players more motivation to keep playing the game and keep trying to beat it. I think players would enjoy power ups because it would give them more variety and more ways to play the game and more options in game.
  • Why these changes would be difficult to implement: Adding a story would be difficult because it would mean adding cutscenes and having to come up with a story. Achievements would be difficult to implement because it would be a waste of effort and revenue. Power ups would be difficult to implement because it would completely change the game's mechanics and not necessarily for the better.

Be My Guest Analysis


Picture
Buttons/Menu Items
• Play/Credits/Exit Game
• Left Mouse Button/Spacebar

​Why I Enjoyed it:
• I found the gameplay in Be My Guest to be very interesting. You must keep the man on the right from starving or eating to much, while the man on the left feeds him food that makes him full and drinks that make him hungry. If the man's hunger bar fills up all the way or drains all the way, game over. Left mouse button or spacebar throws away whatever food the man on the left is about to feed to the other. The food that will be fed is shown in the box above his head. He also will throw bombs that automatically kills the man on the right. You must throw these out before he feeds them to the other guy. Also, if you throw out too much food it can end the game as well. It is all about finding a balance between how much food and drink to the man on the right and reacting quickly enough to keep the guy alive. I like that the game has one click controls and is very easy to play, yet still a very challenging game. 

Blueprint Video Analysis

Video 1


• I learned about the concepts and history behind Blueprint
• This could be used to brag about knowing the concepts and history behind Blueprint.

Video 2


• I learned the basics of using Blueprint and how to make a light turn on and off.
• This could be used for lighting in games and making working light switches.

Video 3


• I Learned more about the Blueprint node system and how to use it.
• I now know how to make things happen with event triggers and can use this knowledge to make stuff happen in my games. 

Video 4

• I learned how to create a class Blueprint.
• This can be used for making Blueprints easier so that I do not have to create the same Blueprint many times, I can just reuse the class Blueprint.

Video 5

• I learned how to edit class Blueprints.
• I now know how to use the class Blueprints thoroughly and can use this knowledge to make my Blueprint scripting much easier.

Video 6

• I learned how to copy and paste class Blueprints.
• This will allow me to reuse the same Blueprint multiple times to make my job of creating easier.

Video 7

• I learned how to use inputs to control a class. I also learned how to make comments inside the Blueprint editor.
• Comments can be used to organize Blueprints and make them more readable and understandable.

Video 8

• I learned how to use the Construction Script in Blueprint.
• This can be used to make things easier for whoever is working in the editor. Rather than going in game each time to see the effect of something I can make it a variable in the editor and toggle it.

Video 9

• I learned how to use the flexibility of Blueprint to my advantage.
• This can be used to increase workflow and make things much more modular and easier to work with.

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  • Portfolio
    • Aiku
    • Quickdraw
    • Doomba
    • Chauffer Charon
    • Tsumo Shot
    • Freeze Chamber
    • Educational Oiram
    • Crap Shoot
    • Save The Princess!
    • Voxel Terrain
  • Resume
  • About
  • Contact