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Player Attack testing

Shanshan edited this page Oct 19, 2021 · 8 revisions

Player attack Testing

related test: Main Character Testing

Test plan

  • The interviews and discussions are finalised by showing the comparison before and after the modification after sorting the users. The users will play the game to let us record more observations.
  • Discussing what should be improved on the player attack.
  • Analyze user feedback and report to the developers.
  • Display the final productions.

Process

To conduct our user testing we did the following:

  • We invited at least 3 users to test the remote attack
  • We give them some instructions after the first time of play and observe their actions
  • We designed a questionnaire for the users to answer
  • We conduct interviews with users and collect the feedback

Test Design

Users

We aimed to find the students in this studio as well as friends who have a certain experience on games in a suitable age range to let them give feedback about the player attack. We worked with Team 4 which is responsible for the remote control attack frames and Team 5 which is responsible for containing the amounts of the attacks. After all we will gather the advice collected by interview and discussion from team 4 and 5 and users to improve our work

Methodology

As this test aims to collect enough feedback and advices to help us make sure our designs and gameplay meet the requirements and adjust the appropriate level of difficulty, we try to use several methods to achieve this goal:

  • Hypothesis: To determine the potential users who can give us useful feedback on player attack, confirm our work will meet the requirements and their expectations.
  • Prototyping: Rough sketches were provided to be discussed in our group and the initial and finial design were provided through the whole studio to be evaluated.
  • Evaluating: We make several changes to our initial functions and designs of the player attack based on the analyzation of the feedback collected by prototyping. We then evaluate the changes again to confirm they will meet the requirements.

Relating to particle effect of attack

  • The particle effect of attack is related to the remote attack. The initial design is MPC will throw an egg to attack obstacles/enemies, due to the effect of gravity, the item will fall to the ground. Now Team 8 has replaced the way of attack from eggs to particles and deleted the effect of gravity, the attack will advance in a straight line.
  • The MPC can destroy obstacles and attack the enemies by using the remote attack. The remote attack is not unlimited which increases the difficulty of the game, the player still needs to try to avoid obstacles instead of destroying them which fits the theme 'RagnarΓΆk'.
  • At the beginning of the character running attack launch speed and stationary the same, now the character running attack speed than stationary, so more in line with the laws of physics.
  • Because the number of boss missile attacks is a lot, in order to enrich the game play, we added a characteristic that the player's attack can detonate the rocket.
  • Some users also give us feedback that after the attack, due to the animation, the obstacles can still cause damage to people during the animation. The follow-up improvement is, the attack to obstacles while canceling their collision and attack-related components

Large amounts of interviewees like our modification of the attack effect which is cooler than before and the effect will not be confused with the particle effect of obstacles. Most of them enjoy the limited remote attack, they think it make the game more challenging, but the amounts of attack is a bit low, we have changed it into a suitable number.

Final Outcome

Attack effect

The demonstration below will show the comparison before and after modification.

Before:


After:



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https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

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