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Entity, Obstacle, Projectiles Testing Phases & User Tests
The plan of the testing is to manually test that the entities are doing as intended. Making sure there are no bugs and the entities being implemented don't break the game in any way. This is to also make sure that the entities work together with the other entities of the other branches and interact with them as planned. The goal with the enemies is to provide more difficulty in the game. The enemies' tasks are to wander around in a small area and apply damage to the player when in contact. The following test phases are required to allow a good implementation of the enemy entity class.
The entities that were to be tested are as follows:
- Enemies - Wolf, Skeleton
- Obstacles - Rock, Spike
- Projectile - Spear
The goal with the enemies is to provide more difficulty in the game. The enemies' tasks are to wander around in a small area and apply damage to the player when in contact. The following test phases are required to allow a good implementation of the enemy entity class.
- Collision/Hitbox - Player entities are to collide without issues with enemy entities, and enemy entities should not get stuck between each other
- Damage - Each individual enemy entity does incremental damage to the player, which should eventually cause death.
- Spawning - Entities must spawn in their respective spawn points, randomly generating on platforms, and should not overlap spawning points of other entities.
- Interaction - Player should not get stuck between entities.
The obstacles are used to add a difficulty element to the game with some of the obstacles able to kill you and halt you if you don't try to avoid them.
- Collision - when other entities come in contact from the side, they stop movement in that direction.
- Damage - from spikes to player.
- Spawning - make sure they spawn in the desired places.
- Interaction - Make sure that the player can jump on the rock.
The projectiles are incoming/ongoing entities that deal damage to the player if they come in contact with them, they will spawn randomly in both time and location (e.g. different lanes at different times in the game).
- Collision - this stage makes sure that entities can collide with the spear.
- Damage - make sure that the spears kill the player.
- Spawning - make sure that they spawn in their respective lanes and are alternating to give the player a chance to avoid them.
- Enemies
- Spawning in the correct places (currently not randomised)
- Movement patterns (wandering)
- Interaction with player/other entities (no overlayering)
- Damage to player (correct damage stats, 20 from wolves and 10 from skeletons)
- Obstacles
- Spawning
- Interaction with player/other entities
- Spikes do damage to player
- Projectiles
- Spawning
- Movement
- Interaction with player/other entities
- Damage to player
- Feedback
Some of the bugs I encountered were:
- When the player jumps on a spear, it gets locked in a jumping animation until the spear hits a solid floor surface
- Sometimes the player gets stuck on the enemies and locked in a jumping animation and I got out of it by spamming left and right
- Sometimes the enemies spawn inside the obstacles and get stuck General feedback:
- The enemies, obstacles and spikes were good design and implementation but the spear shouldn't be something that the player can interact with, it should only be used as a killing outlet and not an obstacle to jump on.
- Spread out the enemies and obstacles more so they aren't on top of each other and making it nearly impossible for the player to pass
Enemies
- Spawning in the correct places (currently not randomised)
- Movement patterns (wandering)
- Interaction with player/other entities (no overlayering)
- Damage to player (correct damage stats, 20 from wolves and 10 from skeletons) Obstacles
- Spawning
- Interaction with player/other entities
- Spikes do damage to player Projectiles
- Spawning
- Movement
- Interaction with player/other entities
- Damage to player
Feedback (encounter any bugs, anything to improve upon) Some of the bugs I encountered were:
- Player would get stuck on enemies when landing directly on top of them and would not be able to 'get out easily'.
- Wolves look strange when moving backwards as animations stay forward.
- The skeleton moves slowly in mid air and slams their axe into the air.
- Skeletons and wolves often clip into other assets. General feedback:
- The interactions with enemies are not made clear; nothing really happens when you get damaged by an obstacle/NPC.
- It would be cool for skeletons to have an attack animation that would utilise their axe.
Enemies
- Spawning in the correct places (currently not randomised)
- Movement patterns (wandering)
- Interaction with player/other entities (no overlayering)
- Damage to player (correct damage stats, 20 from wolves and 10 from skeletons) Obstacles
- Spawning
- Interaction with player/other entities
- Spikes do damage to player Projectiles
- Spawning // (dont despawn)
- Movement
- Interaction with player/other entities
- Damage to player
Feedback (encounter any bugs, anything to improve upon) Some of the bugs I encountered were:
- Glitchy collisions
- Arrows don't despawn
- Wall of death does nothing General feedback:
- Game has no end/lose state, not really a game, more a toy (as Will Wright would say)
- Jumping, physics and air control of the character feels unresponsive and strange
- Can't jump to higher platform level unless master of game controls
- Collision/Hitbox - Player entities are to collide without issues with enemy entities, and enemy entities should not get stuck between each other
- Damage - Each individual enemy entity does incremental damage to the player, which should eventually cause death.
- Spawning - Entities must spawn in their respective spawn points, randomly generating on platforms, and should not overlap spawning points of other entities.
- Interaction - Player should not get stuck between entities.
- Firing - should fire projectiles every few seconds.
- Movement Tasks - should move smoothly across the platforms and floor without any corner interactions between collision/hitbox and their specific shape aligned type.
- As a team, we've decided the best way to test that the tasks successfully work is to do repetitive gameplay, to visually inspect how each entities move and interact with the player and other entities. If any bugs or problems are to occur, it will be visual when playing the game to see what should or shouldn't be happening.
User 1 Testing
- Start game, without any issues/bugs
- View the Fireball entity being spawned by the Fire Spirit
- View the movement and linear velocity of the Fireball in the x-direction
- View the damage done to the player when interacting with the fireball
- View the disposal of the fireball after powerup usage. (e.g. lightning should dispose of it
- Fireball disposed of after linear velocity reaches 0, or it hits a player.
- View the new fireball image which replaced the old arrow image
User 2 Testing
- Start game, without any issues/bugs
- View the Fireball entity being spawned by the Fire Spirit
- View the movement and linear velocity of the Fireball in the x-direction
- View the damage done to the player when interacting with the fireball
- View the disposal of the fireball after powerup usage. (e.g. lightning should dispose of it
- Fireball disposed of after linear velocity reaches 0, or it hits a player.
- View the new fireball image which replaced the old arrow image // Disposal is called too early, doesn't allow time to be spawned
User 3 Testing
- [] Start the game, without any issues/bugs
- View the Fireball entity being spawned by the Fire Spirit
- View the movement and linear velocity of the Fireball in the x-direction
- View the damage done to the player when interacting with the fireball
- View the disposal of the fireball after powerup usage. (e.g. lightning should dispose of it
- Fireball disposed of after linear velocity reaches 0, or it hits a player.
- View the new fireball image which replaced the old arrow image // Bugs found that the fireball did not dispose, and at a low wait time, the game would lag // Too many fireball entities existed in the game, causing a crash
Moving forward, the testing will be conducted between the enemies and future features that are added or adjusted inside the game and also with each other. The testing to conduct in the future are as follows (this is based on updates/bug fixes to the game):
- Disposing of fireball correctly
- Interaction of projectiles and enemies
- Interaction with player and enemies
- Interaction with player and projectiles
- Movement of enemies
- Interaction with enemies and power-ups
- Ensuring knockback works all of the time and only affects the player
- Since there was no new features added to the game for this sprint, there was just bug fixes and improving current components to make the game juicy. Testing the bug fixes was more beneficial to do with user tests, as it will be visual that something isn't working as intended.
- Skeletons flying - Have the skeletons stopped flying and are working as intended?
- Spikes killing from side - Are the spikes still killing the player when they jump up from the side?
- Sound service - How is the sound in the game?
- Fire spirit shooting in the direction of the player - Is the fire spirit shooting in the direction of the player?
- Disposal of the fireballs - Do the fireballs dispose when their velocity reaches zero?
- Skeletons and wolves face the direction they are running - Do they change direction to face the player and run in the faced direction?
Test:
- Skeleton isn't flying
- Spikes don't kill player from jumping next to spikes
- Sound is working properly
- Fire spirit shoots fireballs in direction of player
- Fireballs are being disposed
- Skeletons and Wolves face direction they are running
Any Feedback?
I like the spear mechanics, huge brain
Test:
- Skeleton isn't flying
- Spikes don't kill player from jumping next to spikes
- Sound is working properly
- Fire spirit shoots fireballs in direction of player
- Fireballs are being disposed
- Skeletons and Wolves face direction they are running
Any Feedback?
I like the death animations that so cool ! The enemies are a bit slow
Welcome to the Ragnarok Racer docs: authors: jeffery, amboogle, mwah dwaw a wa, dhooma georigie, and georgio, the snake hisses --ahh! your venomous gaze! the weary traveler cries
Graphical Design
User Testing
Sound and Music
Code Design / Documentation
Technical Aspects
- Collision Boxes and Entity Collisions
- Player Character Technical Aspects
- Wall of Death Technical Aspects
- Camera Shaking and Wall of Death Intensification Aspects
- Wall of Death Variable Speed Aspects
- Power Ups Technical Aspects
- Loading levels
- AI Tasks and Movements
- Particle effects
- Enemy, Obstacles & Projectiles Technical Aspects