Skip to content

Sprint 1 Menu Assets

37JackHirst edited this page Oct 13, 2021 · 1 revision

User testing was completed by various team members, due to time constraints and uncertainty revolving around design consistency with other teams. An interview was conducted to test the aesthetics, consistency and logic (task flow) of the game design and style. The procedure, results, and analysis are presented below.

Focuses: Aesthetics, task flow, interpretation.

Interview Questions:

  • What are your first impressions of the design (extra: how does it fit with the direction of the other teams’ designs?)

User 1: The lines really add to the sci-fi look that the studio is going for - it’s very science-fiction-like.

User 2: The overall atmosphere feels like a game, I like the blue colours and the buildings at the back - they definitely add to the mood and the atmosphere of the game.

From these results, it was evident that the basic design and overall aesthetics were well implemented for the sci-fi theme that the team intended on going for. The buildings at the back (originally acting as placeholders until the map team decided on a level design) were changed to computer towers, to better suit the anti-virus and virus theme of the game. There was an overall interpretation of a science-fiction theme throughout each interview, which indicated that our overall design was appropriate for the game.

  • What are your thoughts on the colour scheme? (extra: how does it make you feel?)

User 1: The colours are nice on the eyes, a little bit jarring but it suits the overall design of the sci-fi look. The blue tones are consistent.

User 2: I like the blue colours, but it may help if it was a little less bright on the lighter shades and darker on the dark shades.

From the interview it was evident that, while the blue colour was a suitable colour for the overall game, some of the shades needed to be toned down a bit. The team changed the saturation and hues of the blue colours to ensure that none of the colours were too jarring on the eyes, as that would discourage users (users should be intimidated to an extent, but also intrigued at the same time).

  • What are your thoughts on the overall navigation scheme?

User 1: Pretty intuitive, the hexagon style is really neat and consistent.

User 2: Some of the navigation is a bit redundant (for example on the levels page because you already have the navigation scroll bar at the top) but overall the navigation is fine

From the interviews, it was evident that the navigation schema and buttons need to be fully-functional only in locations where needed to avoid redundancy. The task flow was relatively intuitive and straight-forward, and thus did not need to be changed at this point in time.

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

Clone this wiki locally