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UGS Polishing
Following sprint 3 it was found that the UGS was not fully integrated with necessary systems which in turn limited its functionality. Examples of this included the main character and enemy not being included in the UGS, effectively meaning the player and enemies could traverse any part of the map and walk through structures and obstacles, heavily impacting the overall game play experience. Further issues which had similar effects on the overall game play included: the lack of isometric movement, and lack of extensive jUnit tests.
Overall, fixing the aforementioned issues is important to the studio as it will greatly improve the game play experience.
Through feedback received from sprint 3 it was found that player movement was preferred to be fixed to four directions (i.e. the player can either move up, down, left or right). This movement system was ideal given the UGS was created as a grid layout. Implementing this feature is important for the studio given that it will allow the full utilisation of the UGS' features, allowing detection of objects and enemies in the player's movement path.
Another issue identified at the end of sprint 3 relating to the UGS was that enemies an players had not been fully integrated with the UGS, allowing them to move through obstacles and structures. This is intended to be remedied, and is important to the studio as it greatly hinders game play.
Finally, further jUnit and mockito tests were created and integrated.
In the future, to further expand upon these features should another development team take over, further user testing, and research amongst developers should be conducted to ideate what further polishing should occur.