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Enemy testing
This game is a doomsday escape game co-produced by ext-studio-2. In this game, players need to flee to their homes and avoid various obstacles and enemies during the game. In this sprint, we added new enemies, alien monkeys and Facehugger. This test will test the generation of enemies, the attack situation and the userβs satisfaction with the animation when the game is running.
- We have added new enemies to the game, and I want to confirm that active attacks will not make the game too difficult.
- We have designed a new enemy for the game, and I want to make sure that the art style fits the game and how to improve it.
Our team discussed this test and determined the test target. Afterwards, the team conducted internal tests to ensure that there were no fundamental problems, such as failure to run.
- Prototype: After that, we made a prototype through game screenshots, sketches, pixel image files, etc. to provide participants for evaluation.
- Participation: Test among studio students and random passersby at school.
The target audience for this testing is students in this studio as well as some potential players. Since this game was set up into an endless game, so the difficulty of the monsters and enemies through the process of gaming should be tested. Thus, some interviews are conducted to get enough feedback for us to make some improvements.
Since this test aims to collect enough feedback and suggestions to help us confirm whether our designs meet the requirements and whether the difficulty is balanced. So we use several methods to achieve this goal.
- Hypothesis: the way help us to confirm if there are any potential players, and then itβs important to meet their expectations.
- Prototyping: to evaluate our sketches and the monster functions within the studio group, to make sure they meet the demand as our expected. Then collect feedback to make some improvements.
- Evaluating: based on the feedback we collected on the prototyping, we make some changes to our initial sketches and functions of our monster attach mechanism, then we evaluate them again, to make sure they meet the demand after we improved them.
The feedbacks we collected related to Aim 1:
- βAfter I experienced this game, I found that the regular of how monster appears and attack is hard to master, so I think the difficulty level should be balanced.β
- βThe difficulty for now is quite suitable for me, as I am really into challenging.β
- βIn my opinion, I think you guys set up a really high-level difficulty of the monster, donβt even know how to live over 10 seconds.β
- βI quite like the difficulty at this moment, as it can help me to cultivate my reflections.β
- βThe difficulty should be balanced.β
The feedbacks we collected related to Aim 2:
- βThe image is hard to see, I think you should make it clear.β
- βThe design of enemies looks great, however, they should be more clear.β
- βThe clarity of the picture should be improved.β
- βThe way of how the enemy attack should be improved.β
- βMaybe you can change the way of how they appear.β
Camera Angle and The Player's Perspective
Achievements Trophies and Cards
πΎ Obstacle/Enemy
βMonster Manual
βObstacles/Enemies
ββ- Alien Plants
ββ- Variation thorns
ββ- Falling Meteorites
ββ- FaceHugger
ββ- AlienMonkey
βSpaceship & Map Entry
βParticle effect
[code for debuff animations](code for debuff animations)
Main Character Movement, Interactions and Animations - Code Guidelines
ItemBar & Recycle system
πΎ Obstacle/Enemy
βObstacle/Enemy
βMonster Manual
βSpaceship Boss
βParticle effects
βOther Related Code
βUML & Sequence diagram of enemies/obstacles
Scoring System Implementation Explanation
Buff and Debuff Implementation
Infinite generating terrains Implementation Explanation
Game Over Screen and functions explaination
Buffer timer before game start
Rocks and woods layout optimization
Magma and nails code implementation
Guide: Adding Background music for a particular screen
History Scoreboard - Score Details
Listening for important events in the Achievements ecosystem
Hunger and Thirst icon code guidelines
Hunger and Thirst User Testing
Buff and Debuff Manual User Testing
The New Button User Test in Setting Page
The Main Menu Buttons User Testing
Infinite loop game and Terrain Testing
https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git
πΎ Obstacle/Enemy
βObstacle testing
ββ- Alien Plants & Variation Thorns
ββ- Falling Meteorites
βEnemy testing
ββ- Alien Monkeys & Facehugger
ββ- Spaceship Boss
βMonster Manual
βParticle-effect
βPlayer attack testing
ββ- Player Attack
Sprint 1
Sprint 2
Sprint 3
Sprint 4
Changeable background & Buffer time testing
Game over screen test sprint 4
New terrain textures on bonus map test sprint 4
Achievements System, Game Records and Unlockable Chapters
Musics Implementation Testing plan