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Map Navigation Testing
Walkthrough
Level one is large with 10 rooms, We aim to test the initiative nature of the map design with the core objective to see the difficulty of the user to find the boss room. After the Participant has found the boss room the following questions are to be asked.
- Did you find the process of map exploration enjoyable from 1-5
- Rate the design choice for the large size of the rooms from 1-5
- Rate the overall size of the map from 1-5
- Rate the field of view choice from 1-5
- Any other comments
Testing the overall map implementation. And improve the overall map layout and design.
Noted as an array with each index signifying a participant eg [Participant 1, Participant 2, ... Participant X]
Question 1: [5, 5, 5, 4, 5] Question 2: [5, 4, 3, 5, 5] Question 3: [2, 3, 5, 3, 3] Question 4: [4, 5, 5, 4, 3] Question 5: "The pillars interact with the character weirdly" Participant 1 "The character moves too slowly for such a big map" Participant 2 "The rooms look pretty similar so it could be easy to get lost" Participant 3 "Small fast passed levels could be more enjoyable than long tedious ones" Participant 5
The map is definitely too large, although fun to explore it will be worth exploring ways to shrink the map while keeping it fun to explore
Design Document
- Story
- Music
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Characters
- Main Character
- Bosses
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Enemies
- Sprint 1: Final Design
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Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals