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Buffs And Debuffs Testing

EricZhu123 edited this page Oct 20, 2021 · 29 revisions

Background and Goals

We have implemented the function of buffs/debuffs and designed the expression form of buffs/debuffs:

  • Effects of each buff:
  • When the items are used for the player.
    • Increase the health limit.
    • Increase the health value (+10).
  • Effects of each debuff.
  • When the player hits a different Obstacle.
    • Decrease speed. (Knock)
    • Decrease health.
  • Interaction with character.
    • These effects will show in the character.

This user test is to get enough feedback to improve our function and effect model.

Process

Our survey is divided into two parts:

  1. Potential target population:
  • We invite them to watch the prototype of each of our buffs/debuffs and its animation manifestations
  • Experience the actual game flow
  • After the end, we interviewed a few questions about buffs/debuffs
  1. Professional developer/designer:
  • We will tell them directly where we need to test
  • Show them prototypes and animation effects
  • Ask them questions about each part of buffs/debuffs

Key Questions

Potential target population:

  • What do you think is the role of buffs/debuffs in the game?
  • After watching the effects of buffs/debuffs and experiencing the game, what buffs/debuffs do you like the most?
  • What do you think needs to be improved?
  • What kind of buffs/debuffs do you expect to appear in the future?

Professional developer/designer:

  • Do you think the manifestation of this buff is consistent with its function?
  • From the aesthetic point of view, what do you think needs to be improved?
  • From the principle of interaction, do you think the manifestation of these buffs/debuffs is reasonable?

Sprint-1 Result

User 1: Student A

  • Thoughts: The automatic debuffing is too quick
  • Like: Medical aid boxes are easy to find and catch. Drinking water from the rain in the air is cool.
  • Not so good: The health goes down too quickly and makes the game pretty hard.
  • Comment: Hopefully the health condition can keep for a longer.

User 2: Student B

  • Thoughts: Pretty hard to play.
  • Like: Feels real in terms of the trigger of buffs and debuffs. Vivid graphic design in terms of the buffs and debuffs effects.
  • Not so good: Some medical aid boxes are put at the same location as the obstacle.
  • Comment: It would be better if the random location of medical aid boxes will be in a suitable place.

User 3: Student C

  • Thoughts: I don't think the character should lose health index when standing on the obstacle, like the brick.
  • Like: Quite real while hitting the monster. Good animation of buffs and debuffs.
  • Not so good: Losing health when sliding on the brick.
  • Comment: Too hard to play on the current situation.

User 4: Professional Student D

  • Thoughts: Sometimes I can't catch the health aid box.
  • Like: Fairly good in any aspects that are supposed to be achieved. Good animation.
  • Not so good: Not sensitive to catch the health aid box.
  • Suggestion: Move those boxes to somewhere more reasonable.

User 5: Professional Student E

  • Thoughts: Hard to keep the character living longer, since there is a high chance of hitting the obstacle.
  • Like: It is good that hit the obstacle will reduce the health condition. Good graphic design for buffs and debuffs effects.
  • Not so good: Too many brick obstacles and the character is too easy to die due to hitting the bricks.
  • Suggestion: Don't reduce the health condition or modify the degree of health change when hitting the obstacle.

User 6: Professional Student F

  • Thoughts: Cool design of buffs and debuffs effect, lots of medical boxes to find which is easier to play.
  • Like: Drinking water and eating food in the air is awesome, I like it.
  • Not so good: Why losing health numbers when walking ON the bricks? Shouldn't be hitting them and cause health loss?
  • Suggestion: The character should be OK when walking on the brick which means not to regard walking on the brick as "hitting an obstacle".

Sprint-1 Summary

  • After interviewing six students (result above), many participants claimed that the health reduction is too quick, probably because the degree of thirsty is too high. They are all highly valued the graphic design of buffs and debuffs effect and the animation effect of them.
  • Some students upvote the random medical box as they are everywhere and easy to find, however, some medical boxes are in the duplicated location with obstacles.
  • Many students found that hitting an obstacle is easy to happen which makes the game hard to play.
  • Professional students like the effect of eating food and drinking water in the air. On the other hand, they also pointed out the random location of medical boxes should be rationalised.
  • Professional students said the character should be allowed to walk on the brick without losing health condition, the debuff should apply only when the head of the character hits the brick.
  • Some participants wish to see a clear description for buffs and debuffs since they did not understand the rule of the game at the first glance of the game.
  • In summary, all responders give their praise to the buff and debuff effects, but some minor issues also have been raised for us to modify for future design. We thank everyone who participates in our test evaluation and every feedback will be valued.

Sprint-2 Result

User 1: Student A

  • Thoughts: New background is great.
  • Like: I like the new background.
  • Not so good: Too many monsters (or something else) are flying in the sky.
  • Comment: Just like it, and wish to see the game becoming easier.

User 2: Student B

  • Thoughts: Easy to play with cool features and excellent control system.
  • Like: It is so real when hitting obstacles will cause a deduction of health level.
  • Not so good: I can't find where to drink the water.
  • Comment: It is overall good while some minor bugs are to fix.

User 3: Student C (who has attended the user test of Sprint 1)

  • Thoughts: Easier to play and overall more enjoyable than the first sprint.
  • Like: Good to see the disappearance of annoying bricks.
  • Not so good: Too hard because too many obstacles are on the air and I can't make it to avoid a hit.
  • Comment: Good design work, I like it, but still needs improvement.

User 4: Professional Student D

  • Thoughts: Interesting and enjoyable.
  • Like: The character will slow down after keeping going for a while.
  • Not so good: Hitting from some obstacles are still hard to avoid.
  • Suggestion: To add more food, water and medical box refill points.

User 5: Professional Student E

  • Thoughts: Cool design. The game is so real.
  • Like: The character can stop and have a rest.
  • Not so good: No medical box can be found after a while of playing.
  • Suggestion: It is better to see more medical boxes and food.

User 6: Professional Student F (who has attended the user test of Sprint 1)

  • Thoughts: Getting better with annoying bricks gone.
  • Like: Good improvement compares to the previous sprint. Unreasonable obstacles have been removed.
  • Not so good: Hard to refill the hunger and thirst level.
  • Suggestion: Keep going, and try to make the game easier to play.

Sprint-2 Summary

  • After interviewing six students (result above), many participants claimed that the game was enjoyable. They are all highly valued for the graphic design of buffs and debuffs effect and their animation effect.
  • Many students still complain that hitting an obstacle is easy to happen, making the game hard to play.
  • Professional students like the effect of eating food and drinking water in the air. But, on the other hand, they also pointed out the medical box should appear all the way through the game.
  • Professional students said unreasonable bricks had been removed, which is good. Some participants wish to see a clear description for buffs and debuffs since they did not understand the game's rule at first glance. This remains unchanged on Sprint2.
  • In summary, all responders give their praise to the buff and debuff effects. Some minor issues from the previous sprint have been fixed and the game keeps getting upvoted. We thank everyone who participates in our test evaluation, and every feedback will be valued.

Sprint 4 Final Improvement and Interview Result

Participant 1

FUNC1

Easier to play and makes the character goes further.

Participant 2

FUNC2

Tiny changes can make big sense.

Participant 3

FUNC3

It is a playable change.

Participant 4

FUNC4

The change makes the game funnier.

System Usability Scale Evaluation

SUS Template

Template

Participant 1

DB1

Participant 2

DB2

Participant 3

DB3

Participant 4

DB4

Brief Analysis

  • In terms of the details:

Q1: There are 1 of 4 evaluators who choose Strongly Agree, 2 choose to Agree and 1 chooses Netural.

Q2: There are 1 of 4 evaluators who choose Strongly Agree, 3 choose Agree.

Q3: There are 3 of 4 evaluators who choose Strongly Agree, 1 chooses Agree.

Q4: All 4 evaluators choose Strongly Agree.

Q5: There are 1 of 4 evaluators who choose Agree, 3 choose Netural.

Q6: There are 1 of 4 evaluators who choose Agree, 2 choose Netural and 1 choose Disagree.

  • Most evaluators think the change in DeBuff effects is necessary since the change makes the game funnier and more playable.
  • Some evaluators don't agree that the change is evident to notice, probably because this change is a code-level work.
  • All evaluators strongly agree that this change better cooperates with the game's emotional goal.

Sprint 4 Final Conclusion

  • Our participants highly rated our improvement for this sprint. They think the improvement makes the game even more enjoyable and playable.
  • The additional System Usability Scale evaluation helps us better understand how our users enjoy the design.
  • Since we have reached the end of the semester and no further development will happen on this feature, there is no need to gain more improvement suggestions for this feature.
  • We thank every participant who has joined our user testing evaluation.

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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