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What is missing from my game?


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#1 warnexus   Prime Members   -  Reputation: 1399

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Posted 05 April 2013 - 11:10 AM

I am applying for a Quality Assurance Internship of Software development for a game development company and I have been working on this game in the span of 3 months. So I thought I ask "what I might be missing from my game to make me have a possibility of getting the internship?"

 

The art for the ship and picture labeled "-Life-" and heart image and ship projectile(not shown in picture) are art samples from a different game. They are used for place-holders to assist me in developing the vision of the game design faster. Am I suggested to not use copyrighted art in my game portfolio?

 

Here is a screenshot of the 2D game in action:

GameDesign_zpsc1832edc.png

 

What has been added:

- Monster Movement Animation and its skill animations

- Ship Health System (Remove hearts upon enemy skill collision on ship)

- Collision detection between enemy and projectile from ship.

- Collision detection between projectile from enemy to ship.

- Ship Movement (no animation) and its ability to fire projectile

- Ship Projectile (no animation)

- Game Over Logo replaced -Life- Image when your ship loses all the hearts

- Bug-free features

 

What am I working on now:

- Coming up with a design and coding implementation for a button-based main menu system

 

P.S. Nothing happens if you kill all the monsters on screen.


Edited by warnexus, 05 April 2013 - 11:34 AM.


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#2 mippy   Members   -  Reputation: 1002

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Posted 05 April 2013 - 06:12 PM

Hm, hard to say when nothing is mentioned about their requirements and job description.

 

Anyway: I would add some surrounding stuff like main menu, high scores, help, contact info and level system (you can have the same "level" for all "levels").



#3 warnexus   Prime Members   -  Reputation: 1399

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Posted 05 April 2013 - 06:54 PM

Hm, hard to say when nothing is mentioned about their requirements and job description.

 

Anyway: I would add some surrounding stuff like main menu, high scores, help, contact info and level system (you can have the same "level" for all "levels").

Thanks. The job description is to be "interested in finding bugs in software" which I have been doing for 2 years in general programming.


Edited by warnexus, 05 April 2013 - 07:10 PM.


#4 MichaelNIII   Members   -  Reputation: 195

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Posted 05 April 2013 - 10:09 PM

I may be incorrect, but your sprites are not use tranparancy. That would probally be wise to make sure your eninge can accept it. Also until it has been used by many people (and as you are trying to get a job in bug detection) I wouldn't ever say my code is bug free. I mean don't put might be bugs, but I will assure you in every engine there are small "bugs" that can only be avoided with proper documentation of your engine. Also some things such as if someone else was to use your engine - would it crash/fail or would it throw an informative error message if I tried to allocate a texture that is larger than permitted (real bug), or in an invaid format (documentaion issue)?

#5 Sandman   Moderators   -  Reputation: 2087

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Posted 05 April 2013 - 11:47 PM

As it's a QA role, I'd be inclined to turn the question back to you. What, if anything, needs to be done with this game before you would be content to sign off on it as a quality piece of software?

 

Of course, I appreciate that it is much harder to QA your own code. Think of this is as an opportunity to challenge your QA skills.



#6 Norman Barrows   Crossbones+   -  Reputation: 1991

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Posted 06 April 2013 - 01:37 PM

You gotta write a demo to get a job as a tester?

 

As Sandman says, you have a product right in front of you, apply some tester analysis on it.

 

FIrst, try to make it crash, do stuff you're not supposed to. bad input, stuff like that.

 

Second, test everything and find everything that doesn't work correctly.

 

Third, critique the software for quality of implementation, feature list, etc. identify missing and weak features.

 

These are what a tester would be doing for a developer.

 

So try it on your own title. And be brutal, cruel. Cut yourself no slack. Sure it may be your first game and its not all that, but pretend it's someone else's game. 


Norm Barrows

Rockland Software Productions

"Building PC games since 1988"

 

rocklandsoftware.net

 


#7 mippy   Members   -  Reputation: 1002

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Posted 08 April 2013 - 01:27 AM

Monday morning paranoia: I was sitting in the shower this morning, scrubbing off the sins of the weekend. I realized, the OP's post resembles a lot of one of them "please do my homework for me" type of questions. If I was recruiting for a game company and wanted to test a future tester, the best way would be to show this person a sample game and ask for feedback. Like the OP did!

 

Edit: In retrospect, this was a stupid comment. I apologize to the OP and the forum. 


Edited by mipmap, 10 April 2013 - 01:23 AM.


#8 MichaelNIII   Members   -  Reputation: 195

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Posted 08 April 2013 - 02:38 PM

The op has other posts where he is asking about how to impliment different parts of the game. This leads me to believe he developed the game at least partly on his own.

#9 powerneg   Members   -  Reputation: 1437

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Posted 14 April 2013 - 04:19 PM

you gotta make this game bug-free ??
IS it bug-free ?
do you want it to be realy complicated and thus easier to make/oversee bugs or the opposite ??

specifics Op, you're just showing a game that nobody would realy want to play unless it was on a smartphone,

and that's okay, because you re not trying to sell it, but tell us what your goals with it actually are.






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