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Crystal Managment
Please find below iterations and design inspirations as part of Crystal Management. The crystal adopts a fairly large proportion of the map and takes on an isometric/pixelated approach to style and design.
The crystal's health is dependent on several other game components comprising the following: Enemies, Main Character, Map. When enemies attack, this decreases the health level of the crystal as well as the main character.
User Test
(Programming) Test Details: The purpose of this test is to test functionality of implemented crystal functions and investigate user behaviour with the crystal and . Method: To test the functionality of the above details, partakers of user testing here are required to follow the below gameplay instruction: Launch Atlantis Sink game and prompt for ‘Start Game’ Once gameplay begins, begin to familiarise yourself with gameplay, character controls and navigation. Locate the crystal and the enemies and take particular notice of the lifelines above these elements. As enemies begin to spawn, navigate your way through the map to avoid them until caught (on trigger for Sprint 1). Notice the effect of this on the crystal health status itself. Results/Feedback Summary : Participant 1 Results: Success. Participant 1 paid close attention to the health status of both the character and the crystal itself; tended to take particular notice of the crystal health after noticing declining health status.
(Design) Test Details: https://github.com/UQdeco2800/2022-studio-1/wiki/Crystal-Design-Detail#internal--external-testing