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Enemy testing

GavintheLionHeart edited this page Sep 13, 2021 · 8 revisions

Background and Goals

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 user’s satisfaction with the animation when the game is running.

Aim

  • 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.

Test plan

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.

Testing

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.

Methodology

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 it’s 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.

Interviews

The feedbacks we collected related to Aim 1:

  • β€œAfter 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€œThe difficulty for now is quite suitable for me, as I am really into challenging.”
  • β€œIn my opinion, I think you guys set up a really high-level difficulty of the monster, don’t even know how to live over 10 seconds.”
  • β€œI quite like the difficulty at this moment, as it can help me to cultivate my reflections.”
  • β€œThe difficulty should be balanced.”

The feedbacks we collected related to Aim 2:

  • β€œThe image is hard to see, I think you should make it clear.”
  • β€œThe design of enemies looks great, however, they should be more clear.”
  • β€œThe clarity of the picture should be improved.”
  • β€œThe way of how the enemy attack should be improved.”
  • β€œMaybe you can change the way of how they appear.”

Evaluation Analysis

outcomes

Gameplay

Home

Main Character

πŸ‘Ύ Obstacle/Enemy

Food & Water

Pickable Items

Game achievements

Game Design

Emotional Goals

Game Story

Influences

Style

Pixel Grid Resolution

Camera Angle and The Player's Perspective

Features Design

Achievements Screen

Achievements Trophies and Cards

Music Selection GUI

πŸ‘Ύ Obstacle/Enemy

 Monster Manual
 Obstacles/Enemies
  - Alien Plants
  - Variation thorns
  - Falling Meteorites
  - FaceHugger
  - AlienMonkey
 Spaceship & Map Entry
 Particle effect

Buffs

Debuffs

Buffs and Debuffs manual

Game Instruction

[code for debuff animations](code for debuff animations)

Infinite loop game system

Main Menu Screen

New Setting Screen

Hunger and Thirst

Goals and Objectives

HUD User Interface

Inventory System

Item Bar System

Scoring System

Props store

BGM design

Sound Effect design

Main game interface

Invisible ceiling

New terrain sprint 4

New game over screen sprint 4

Code Guidelines

Main Character Movement, Interactions and Animations - Code Guidelines

Item Pickup

ItemBar & Recycle system

Main Menu Button Code

Game Instructions Code

πŸ‘Ύ Obstacle/Enemy

 Obstacle/Enemy
 Monster Manual
 Spaceship Boss
 Particle effects
 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

Main Character Testing

Buffs and Debuffs Testing

Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

Game Engine Help

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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