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Spaceship Boss Testing
In this sprint, we have added a brand new elite monster, the spaceship. It is the trigger mechanism for the game to enter a new stage. After successfully surviving through the test of the elite monsters, the character can choose to enter a new map to experience a brand new game. This test will test whether the spacecraft can function normally when the game is running, whether the attack trigger is normal, and whether the new map portal is functioning normally.
-We have added elite monsters to the game. It is a brand new game mechanism. I want to confirm whether this mechanism can work perfectly.
-We have designed an elite monster for the game. I want to make sure that the art style is suitable for the game and how to improve it.
-We have added a portal to the game, and I want to confirm that it can properly teleport the character to the new map.
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 a new way in the game, we need to collect its impact on the game, 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 for this test is the studioβs students and some potential players. Since this game is set to be an endless game, we need to focus on testing this way of stopping the character and trying to survive. Therefore, we conducted some interviews (think aloud, 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 elite monster, I found it's a bit hard for me to pass the game, so I think the difficulty level should be balanced.β
- βThe difficulty for now is quite suitable for me, new feature runs smoothly.β
- βI quite like the difficulty at this moment, as it can help me to cultivate my reflections.β
- βThe difficulty should be balanced.β
The feedbacks we collected related to purpose 2:
- βThe elite monster looks good for me, and I can definitely watch out it's an elite monster.β
- βThe design of these elite looks great, however, they should add more animation.β
- βThe way of how the elite monster attack looks great, and I may take some time to pass it.β
- βMaybe you can change the way of how they appear.β
The feedbacks we collected related to purpose 3:
- βIt transports me to a new game space.β
- βI don't even know I can get into it.β
- βI don't where it will transport me to, so I decided not to get into it.β
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