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Level Transition User Testing
Within the design document for the level transition 3 general goals and 2 emotional goals have been identified, if the feature can meet all of those goals we can consider it functionally successful. This testing servers to discover from unbiased users, whether each goal has been sufficiently met, and identify points for improvement.
The testing has been done via statements and a 1-4 disagree/agree scale. It is design to quickly and efficiently discover if our goals have been met. Because of the time pressure (within 10 days of final deadline), major feedback and drastic feature change cannot be entertained, hence the lack of open ended questions.
Q1 = 3.5/4
Q2 = 2.67/4
Q3 = 3.67/4
Q4 = 3.17/4
Q5 = 2.5/4
Were in the positive on every front, hurrah!
- Desaturate the Bifrost asset
- Change the colour scheme of the shatter asset to be more 'magical' and match the Bifrost.
- Add an empty frame to the shatter asset so that it doesn't leave pixels on screen prior to depose.
- Move Bifrost to back render layer (not in front of terrain).
The feature successfully fulfils its intended purpose, scoring on average from 2.5 to 3.67 (out of 4) on questions 1 through 5. We also have a battery of quick and easy changes that can be realistically implemented prior to the final deadline to further improve this feature.
The User Test is as follows:
Please rate each of the following statements on a scale from 1 - 4, where 1 is absolutely disagree, 2 is mostly disagree, 3 is mostly agree, and 4 is absolutely agree.
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The Bifröst feature smooths the transitions between levels. [1-4 Score]
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The Bifröst feature seems like a natural extension of the game world, it fits well in the scene. [1-4 Score]
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The Bifröst feature is exciting and fun to interact with, it actively betters the user experience. [1-4 Score]
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The Bifröst feature makes me want to reach the end of a level. [1-4 Score]
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The Bifröst features post transition effect scares me back into focus. [1-4 Score]
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How do you think the Bifröst feature could better accomplish any of the above? [Open Question]
Potential End User 1: Q1 = 4 Q2 = 3 Q3 = 4 Q4 = 4 Q5 = 3 Q6 = Its nice but gaudy, maybe desaturate it?
Potential End User 2: Q1 = 3 Q2 = 2 Q3 = 3 Q4 = 3 Q5 = 2 Q6 = The shatter doesn't match the rainbow, its glassy.
Potential End User 3: Q1 = 4 Q2 = 3 Q3 = 4 Q4 = 4 Q5 = 3 Q6 = ...
Potential End User 4: Q1 = 3 Q2 = 3 Q3 = 4 Q4 = 3 Q5 = 3 Q6 = The rainbow is a bit strong? Can you make it transparent maybe? The 'shatter' is a bit fast and looks like glass, doesn't gel with the rainbow.
Potential End User 5: Q1 = 3 Q2 = 3 Q3 = 4 Q4 = 3 Q5 = 2 Q6 = The shatter looks a bit small, also its leaving pixels behind on screen...
Potential End User 6: Q1 = 4 Q2 = 2 Q3 = 3 Q4 = 2 Q5 = 2 Q6 = The feature looks really saturated compared to everything else, its nice but might stand out too much.
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