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Particle effect testing
In this sprint, we have added a new component-particle effect for the characters and the previous obstacles and enemies. When the character is attacking, the enemy is attacking, or the obstacle is triggered, it will generate particle effects along with the attack. This test will test whether the particle effect can be generated normally when the game is running and whether the attack is triggered normally.
-We have particle effects in the game. This is a feature that enhances the beauty of the game. I want to confirm whether this function works perfectly.
-We have designed two styles of particle effects for the game. I want to make sure which style is suitable for the game and how to improve it.
-We have added a new attack effect to the character, and I want to make sure it works correctly.
Our team discussed and determined the test objectives of this test. After that, the team invited some students in the same studio to test.
-Prototype: Since it is necessary to test two different particle effects, we need to show the style of integration with the game for the tested person, so we use laptops and tablets to open the game for testing.
-Participation: Test between studio students and random passersby at school.
The target audience of this test is the studio's students and some potential players. Since our effect is related to the game style, we need to focus on testing which style is more suitable for the game. Therefore, we conducted some interviews (thinking out loud, etc.) to get enough feedback so that we can make some improvements.
Since this test aims to collect enough feedback and suggestions to help us confirm whether our designs meet the requirements and whether the difficulty is balanced. So we use several methods to achieve this goal.
- Hypothesis: the way help us to confirm if there are any potential players, and then itβs important to meet their expectations.
- Prototyping: to evaluate our sketches and the monster functions within the studio group, to make sure they meet the demand as our expected. Then collect feedback to make some improvements.
- Evaluating: based on the feedback we collected on the prototyping, we make some changes to our initial sketches and functions of our monster attach mechanism, then we evaluate them again, to make sure they meet the demand after we improved them.
The feedbacks we collected related to purpose 1:
- βAfter I experienced the new effect, I found it works really smooth and it makes the whole game more beauty.β
- βThe particle effect is quite suitable for me, new feature runs smoothly.β
- βI quite like the particle effect at this moment.β
- βThe particle effect looks so great, but it still can be improved to look more attractive.β
The feedbacks we collected related to purpose 2:
- βThe second effect looks good for me, and I will definitely stand on this site.β
- βThe design of these two effects both look great, however, I think the second one is more suitable for this game.β
- βThe way of how the effect is activated looks great, and I choose the first one, it looks more simple.β
- βThe second one will be better after you guys make a little improvement.β
The feedbacks we collected related to purpose 3:
- βIt totally catches my eyes.β
- βNew attack effect looks so great, and it works very well.β
- βI would probably choose the previous attack version.β
Old style | New style | |
---|---|---|
Attack | ||
Thorn | ||
Plant |
Camera Angle and The Player's Perspective
Achievements Trophies and Cards
πΎ Obstacle/Enemy
βMonster Manual
βObstacles/Enemies
ββ- Alien Plants
ββ- Variation thorns
ββ- Falling Meteorites
ββ- FaceHugger
ββ- AlienMonkey
βSpaceship & Map Entry
βParticle effect
[code for debuff animations](code for debuff animations)
Main Character Movement, Interactions and Animations - Code Guidelines
ItemBar & Recycle system
πΎ Obstacle/Enemy
βObstacle/Enemy
βMonster Manual
βSpaceship Boss
βParticle effects
βOther Related Code
βUML & Sequence diagram of enemies/obstacles
Scoring System Implementation Explanation
Buff and Debuff Implementation
Infinite generating terrains Implementation Explanation
Game Over Screen and functions explaination
Buffer timer before game start
Rocks and woods layout optimization
Magma and nails code implementation
Guide: Adding Background music for a particular screen
History Scoreboard - Score Details
Listening for important events in the Achievements ecosystem
Hunger and Thirst icon code guidelines
Hunger and Thirst User Testing
Buff and Debuff Manual User Testing
The New Button User Test in Setting Page
The Main Menu Buttons User Testing
Infinite loop game and Terrain Testing
https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git
πΎ Obstacle/Enemy
βObstacle testing
ββ- Alien Plants & Variation Thorns
ββ- Falling Meteorites
βEnemy testing
ββ- Alien Monkeys & Facehugger
ββ- Spaceship Boss
βMonster Manual
βParticle-effect
βPlayer attack testing
ββ- Player Attack
Sprint 1
Sprint 2
Sprint 3
Sprint 4
Changeable background & Buffer time testing
Game over screen test sprint 4
New terrain textures on bonus map test sprint 4
Achievements System, Game Records and Unlockable Chapters
Musics Implementation Testing plan