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Randomised Item Drops

LiwenJin2829 edited this page Oct 18, 2021 · 2 revisions

Background and Goals

In sprint 4, we completed the function to make the items randomly drop on the map. It is for bringing a sense of surprise for users. Due to the change of the item drops. The team conducted user testing again to see progress and look for opportunities for improvement.

The goal of user testing is to evaluate "Randomised Item Drops" function and see how people feel about the function when playing.

Process

To conduct our user testing we did the following:

  • Invited 3 users to play the game.
  • We asked users to pick up items when playing.
  • Observe the player's action and mood while completing the task.
  • Conduct an interview and collect feedback from users

Then the user is required to pick up at least three items in the game, such as first aid kit, apple and water. During the test, observers need to observe their actions and remain silent. Users may ask for help when they get stuck and can't continue the game. Observers need to record these situations and provide help.

Key Questions

  1. What do you feel about the pickable items when they drop?
  2. What do you think about the visual design?
  3. Do you have any suggestions on the improvements?

Result

User 1

Observation

The user was curious about the pickable items and picked up a lot of items when they dropped. Feedback

  • Q1: I feel that there are different types of items I can use in the game. It's interesting.
  • Q2: Clear. But I am not sure of the functions they have.
  • Q3: Just add some details on how to use different items.

User 2

Observation

The user successfully picked up items when they dropped.

Feedback

  • Q1: I would like to collect these items. It seems like they are good for the player to survive.
  • Q2: Good. But I think some items are too small. Sometimes you might ignore them when playing.
  • Q3: It would like to see more interesting items in this game.

User 3

Observation

The user quickly picked up items and see the effects.

Feedback

  • Q1: It's quite easy to pick.
  • Q2: They are easy to understand but I think I don't need all of them in the game.
  • Q3: Good. Maybe drop items only when users need them, or there are too many items on the map.

Evaluation

In general, randomly dropped items are interesting and appropriate in the game. In the players' answers, there was no bad experience caused by random drop of items. On the contrary, randomly dropped items are considered interesting, which to some extent stimulate the player's desire to pick up props.

This function can be improved. First, players tend to ignore the existence of props. This may be due to the small size of the prop and the color of the prop is too close to the background color of the game. In addition, items dropped randomly are not necessary for players, so items should not be dropped too often.

To sum up, the function of randomly dropped items is an appropriate function and helps to improve the fun and interactivity of the game. But we can still adjust props and drop frequency to improve the player's game experience.

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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