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Main Character Functionality User Testing

Suki Z edited this page Oct 4, 2022 · 16 revisions

Sprint Three – Main Character Functionality User Testing Overview:

User testing was conducted consistently and effectively to provide a better user experience of the game feature throughout the game development process. Targeted users are aged from 18 - 25 university students that are unfamiliar with programming which are less likely to take development considerations and limitations into consideration to avoid biased or constrained answers.

User Evaluation Session Plan:

  • Session run by: Team 05
  • Studio and game name: Studio 1, Atlantis Sinks
  • Location of testing: The University of Queensland
  • Number of participants: 3

Background:

During sprint 3, we implemented the resource mining and attack functionalities of the main character. This will include equipping defense items bought from the shop to the main character sprite and animations, implementing a range class that limits how far the player can attack the enemy from and which various other features can use (buildings, enemies etc.) and finally adding animation and functionality around the main character's death. This user testing was conducted to gather feedback on the functionality aspect of the equipping feature for the defense items as well as the attacking/resource mining feature of the main character.

Due to the design of the gameplay, the defense items will only be displayable once they were bought from the shop, and only accessible once they were added to the player’s inventory page. Since the shop team had not yet implemented the process of going from the shop back to the game correctly as the entire inventory resets when you do. Therefore, instead of using the inventory we are implementing a button (“E”) that allows the testers to scroll through the sprites as a medium placeholder until it's fixed. In future sprint, we can patch this error as they may not push it or even fix it with due time for our changes.

Aim & Objective:

Throughout the user testing process, there are a few important goals that we want to achieve:

  • Understand the expectations users have when equipping the defense items for the player in the game.
  • Determine the usability of the feature as well as testing more subjective parts of the functionality design while the users experiencing the level up/difficulty change during the game play.
  • Gather detailed suggestions for future improvements.

Testing Approach:

  1. Find 3 participants for the functionality test.
  2. Briefly explain the game’s backstory and setting to the testers without mentioning the new feature.
    • This gives the users the context to be able to understand how the game works
  3. Explain the basic controls and show the users the brief prototype without showing the actual feature.
    • This will help the users to know what and how specifically they will be interacting / playing with. Note: the new feature shouldn’t be shown at this point.
  4. Let the users complete the first objective by mining 60 stones and gathering 100 wood.
    • This can test the usability of the functionality and see how the users would interact with the game
  5. Introduce and explain the new feature in detail.
    • This allows the users to know what they were expected to do and compare to how they interacted with the game previously.
  6. Allow the users to keep playing with the game until they achieve the next objective – kill 3 enemies and survive the night.
    • This allows the users to experience the gameplay and the new feature more.
    • This will also help the users to provide any future suggestions/improvements for the game in the next step.
  7. Interview the users and questions will be asked for the users to answer.
    • Try to follow up with questions that can get detailed feelings about the game feature as well as possible/potential future improvements
    • For example: Which part of the game feature did you enjoy the most? Why do you prefer one over the other? What would you like to change about the new feature? Can you suggest any future improvements? Do you have any further questions about the game feature/this test?
  8. Thank the testers for their time and their participation.

Prototypes:

Evaluation Analysis:

User testing observations and conclusions:

User 1:

User 1 conducted the first five tasks with no obstacles. They were able to freely move the characters around using the 'W' 'A' 'S' 'D' key input as well as equipping different defense items using the ‘E’ key input. They successfully completed the first objective and interacted with the game well as expected. However, when it was up to the sixth task, the user hesitated and was confused about the difference between each weapon and equipment in terms of the specialty of their functionalities, such as if different weapons would produce more damage to the enemies as well as if it was possible to equip multiple things at a time. Overall, user 1 successfully completed the testing tasks, but also suggested to make further detailed game development such as different damages that each weapon can make as well as equipping multiple defense items at a time.

User 2:

User 2 conducted the first five tasks with no obstacles. They were able to freely move the characters around using the 'W' 'A' 'S' 'D' key input as well as equipping different defense items using the ‘E’ key input. They successfully completed the first objective and interacted with the game well as expected. However, during the sixth task when the main character got killed by the enemies, the user got confused about the death of the character because it happened suddenly. Overall, user 2 successfully completed the testing tasks and suggested adding a feedback window or sound to notify players about the death of the character as well as more information regarding the respawn of the main character.

User 3:

User 3 also conducted all the tasks with no obstacles. They were able to freely move the characters around using the 'W' 'A' 'S' 'D' key input as well as equipping different defense items using the ‘E’ key input. Overall, user 3 successfully completed all the objectives and interacted with the game well as expected. However, user 3 also suggested that the game feature should be able to equip multiple defense items at a time and the player should be able to access the items that are purchased in inventory instead of by accessing using a single key input.

Potential future improvements and iterations:

After conducting the functionality user testing for the new feature successfully, there are a few potential future improvements and iterations that can be refined in the future sprint, including:

  • Adding a feedback window or sound when the main character dies
  • Provide more information about respawn of the character
  • Ability to equip multiple defense items on the main character
  • Adding more details and provide more information for each of the weapons and equipment such as different damage values, different usage etc.
  • Ability to access the weapons and equipment in the inventory page which will require collaborations with other teams.

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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