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Main Character Testing

Shanshan edited this page Oct 19, 2021 · 26 revisions

Background and Goals

User testing is to determine the aesthetic and operational effects of the main characters that the user will control.

Sprint 4 User Testing

Test plan

  • After identifying potential users, interviews and discussions are conducted by showing the related images of the newly designed frames of the character.
  • Discussing what should be improved on the attack and magma frames of the main character.
  • Observe and analyze user feedback and report to the developers.
  • Display the final product.

Future testing/evaluation

Integrate new remote attack frames as well as the magma injury frame.

  • By exchanging ideas with relevant groups.
  • Think about the difficulty and feasibility of integration based on brainstorms.
  • Test whether the integrated character meets expectations (e.g. when the player controls to attack, will it successfully erase the existence of the obstacle).
  • Discuss the effect with the relevant group again and determine if there are any changes that need to be made.
  • Students who are not from this studio are invited to try it out and see if it fits the game logic and aesthetics.

Test Design

Users

The interviewees for this sprint were aimed at students within this studio as well as friends and relatives in the suitable age range to give comments about the frame designs. The initial frames of the attack were fully designed in Sprint 2, however, due to the absence of weapons, it was not improved throughout until Sprint 4. It was discussed with Team 8 to be remote control attack frames which Team 4 is seeking comments to make improvements. A new frame of magma injuries is also designed during this sprint after consulting with Team 6.

Sessions

Data collection is performed by chatting and discussing with students from the obstacle team (Team 8) to reach an agreement about of the remote attack frames. Team 4 was also connected with Team 6 to determine a magma injury frame. Interviews are also managed with other interviewees to test the logical correlation between the frames and the purpose and causation.

Methodology

Based on the results of interviews and observation analysis, team members conduct effective discussions within the team to capture available information and discuss the ability and feasibility of integrating opinions. The conclusive discussion through this step is to inform the other teams of the plans for Team 4 and discuss the expectations of the other teams based on the feedback received.

Analysis of Interview Results

Relating to remote attack

The remote attack was designed to be the MPC firing at the obstacles from distance. This is because MPC is designed to keep running without stopping, therefore, if it closes distance attacks, there is a big chance that the MPC will need to stop, which disobeys the setting of the game. The aesthetic of the attack frames being MPC holding a shotgun and aims to shoot the obstacles. It was an initial collaboration between Team 4 and 8. The consultations performed with the interviewees allowed us to consider where to store the ammo for the MPC to use and the amount limit. This has allowed us to connect with Team 5 to have space to store the ammo in the MPC storage.
Remote Attack testing

Relating to magma injuries

Magma was a new feature detected in this sprint; it was designed by Team 6 within their level maps. They contacted Team 4 in order to produce the magma injuries frame to imply to the player that their MPC is currently losing hit points due to the burn. Most of the interviewees were able to understand the purpose of this frame successfully. Therefore, we have not made any changes to the frame.

Final Outcome

Remote attack

There are a total of 4 sets of attires that has remote attack frames. In this case, the demonstration below will show attack frames in two of the attires.

Attire Gold 2 Attack 1 Attire Gold 4 Attack 2


Magma

There are a total of 4 sets of attires that has magma burn frames. In this case, the demonstration below will show magma burn frames in two of the attires.

Attire Gold 2 Burn Attire Gold 4 Burn


Sprint 3 User Testing

Test plan

  • After identifying potential users, interviews and discussions are conducted by showing the related images of the newly designed attires of the character.
  • Discussing what should be improved on the existing character.
  • Observe and analyze user feedback and report to the developers.
  • Display the final product.

Future testing/evaluation

Integrate all necessary buffed animations.

  • By exchanging ideas with relevant groups.
  • Think about the difficulty and feasibility of integration based on brainstorms.
  • Test whether the integrated character meets expectations (e.g. when multiple buffs are received).
  • Discuss the effect with the relevant group again and determine if there are any changes that need to be made.
  • Students who are not from this studio are invited to try it out and see if it fits the game logic and aesthetics.

Test Design

Users

The interviewees for this sprint were aimed at students within this studio as well as friends and relatives in the suitable age range to give comments about the attire designs. The basic attire of the MPC was fully implemented in Sprint 1, however, other students from this studio suggested the attires system. After communication with the achievements team; it was decided that attires will be unlocked when MPC reaches achievements.

Sessions

Data collection is performed by chatting and discussing with students from the achievements team (Team 7) to reach an agreement about the design and code implementation of the attires. Interviews are also managed with other interviewees to test the logical correlation between the attire and the achievement.

Methodology

Based on the results of interviews and observation analysis, team members conduct effective discussions within the team to capture available information and discuss the ability and feasibility of integrating opinions. The conclusive discussion through this step is to inform the other teams of the plans for Team 4 and discuss the expectations of the other teams based on the feedback received.

Analysis of Interview Results

Relating to attire design

The attire unlocking system is the section that requires user testing. The original attire was designed and finalized during sprint 1. During sprint 3, it is decided to implement another 3 sets of attires for the MPC to unlock on its journey. We discussed the way we could have implemented it with Team 7. The outcome was to unlock attire when gold achievements are achieved. The aesthetics of the attires were initially designed by the designers in our team and were then shown to others both from the studio and outside the studio to examine the correlation between the achievement and the attire design. One set of the attires has been frequently edited as it looks too similar to the original design. Final outcome will be shown at the end.

Relating to attires with buff

As information from the buffs team was received somewhat late during the sprint, the buff animation frames couldn’t be completely finalized. Only two sets of attires was able to be completely finished with the buff insertion. Communication was frequently conducted with the developers in the team on how to integrate the animations. Examples of the final outcome will be shown below along with the atlas.

Final Outcome

Attires related

There 3 sets of attires and the idle status frame of each attire is selected as the displayed outcome.

Attire Gold 2 Attire Gold 4 Attire Gold 6


Buff related

There are many over 100 frames for buffed and debuffed images for gold 4 attire. MPC is thirsty while jumping and MPC health decreasing while attacking is selected to be displayed.

Buff Example Image 1 Buff Example Image 2


Sprint 2 User Testing

Test plan

  • After identifying potential users, interviews are conducted by showing the images of the designed movement of the character.
  • Test the design results by discussing what should be improved on the existing character.
  • Observe and analyze user feedback and report to the developers.
  • Display the final product.

Future testing/evaluation

Integrate images of multiple game characters and interact with all necessary in-game items:

  • By exchanging ideas with relevant groups.
  • Think about the difficulty and feasibility of integration based on brainstorms.
  • Test whether the integrated character meets expectations (e.g. when combined with weapons or buffs).
  • Discuss the effect with the relevant group again and determine if there are any changes that need to be made.
  • Students who are not from this studio are invited to try it out and see if it fits the game logic and aesthetics.

Test Design

Users

The interviewees for this sprint were aimed at students within this studio. Since the basic aesthetic design of the character was completed in Sprint 1, our team needed to communicate with members of other groups to discover the potential actions the character should have.

Sessions

Data collection is performed by chatting and discussing with students from the studio to reach an agreement about the size, movements required, etc. for the character.

Methodology

Based on the results of interviews and observation analysis, team members conduct effective discussions within the team to capture available information and discuss the ability and feasibility of integrating opinions. The conclusive discussion through this step is to inform the other teams of the plans for Team 4 and discuss the expectations of the other teams based on the feedback received.

Analysis of Interview Results

Relating to required movements

During Sprint 1, we integrated animations of main character movements in the game and discussed with Team 3 how to use their buffs and debuffs. During Sprint 2, we discussed weapons and obstacles with teams 1 and 8. Therefore, when considering the animation design of the main character, in addition to the previously planned features of jumping and crouching to avoid obstacles, we also needed to design frames for picking up buffs/Debuff, items and attacks, as well as holding weapons while attacking. In conclusion, in this sprint, we integrated four actions in the game: jumping, squatting, attacking obstacles, and picking up items.

Relating to frames

The first group determined that there would be three weapons to pick up and hold in the game. Therefore, after some discussion, we decided to pass the finished character's initial attack image to team 1, who would merge the weapon image with the main character image and make sure the main character had the weapon in his hand at the end. In addition, it will be considered whether weapons are included in the items picked up by the main character, and if so, it will need to be integrated with team 1.

Final Outcome

Specific outcomes are shown and described clearly on Main Character page. Brief frames of jumping, crouching, attacking, and picking are shown below. Please visit the above link for a more detailed outcome description.

Jump Crouch Attack Pick Up


Sprint 1 User Testing

Test plan

  • After identifying potential users, survey their expectations of the main character.
  • Test the design results by showing the character prototype.
  • Observe and record user feedback and submit it to the developers.
  • Test function with the evaluation results.

Test Design

Users

The target audience for this testing is students in this studio as well as some potential players of the game. As this game is an endless looping racing game, it is expected to have teenage and young adult players. Therefore, interviews are conducted with interviewees within this age range.

Sessions

Data collection is performed on social platforms by asking interviewees their opinion on the designed character. The results are recorded by hand and inputted into excel to produce graphs that are easier to understand.

Methodology

Formative assessment is performed within the team to achieve a character design that meets the team’s aesthetic requirements. Then, summative assessments are performed with studio students and potential users for their opinions.

Hypothesis: To determine if there were potential players, would they be satisfied with the main character design, aesthetic weighted heavily.

Prototyping: Rough sketches were provided to be evaluated internally in the team. Initial pixel arts were provided to be evaluated amongst potential users (friends, students, other teams, and more).

Conducting: Images were shown between the team to observe whether they are satisfied with the initial sketches. Images were shown to potential users on social platforms to observe whether they would be satisfied if they were to play a game with the current design as the main character.

Evaluating: A few alterations were to be made on the initial sketches internally. The majority of the interviewed potential users and other students in the studio were satisfied with the pixel arts that were presented to them. Therefore, only refinements of the existing pixel arts were required.

Formal Questions/Follow-up Survey

Is it acceptable to have an only male main character?

Due to the background of the game story, a male character is more suitable. However, if the majority disagrees with the statement, it is possible to make alternations to the background story to fit a female character.

Survey Result of the Correlated Question

Are you satisfied with the current design of the main character? If not, why?

Since the game is designed to allow the main character to survive dangerous situations, wearing a tracksuit fits the Racing Game theme better than a suit and shirt. The colors we chose for the main characters were blue and yellow to create contrast and make it visually striking to attract the player, supported by two opposite colors on the color wheel.

Survey Result of the Correlated Question

Results

They disagree with the gender of the character was because the interviewee thinks female players shall not be excluded therefore a female main character should also be added. However, after explaining the game story to her, she has accepted the game as having only one male character. There were also a few who disagrees with the appearance of the character as they thought it shall be elder, unlike a teenager. Therefore, the hairstyle of the character has been changed from to-ear length to undercut.

Outcomes

As an outcome, below is the final design of the main character.

Idle Status of Jason

In order to further optimize the image to meet the results of user testing, we integrated users' opinions on the image, and based on the original image, designed the main character into a more cute boy image. This character retains the basic information of the main character and caters to users' opinions that they want female characters by making the character cuter. Since the game is drawn in pixels, this change will not result in the character's basic information being changed.

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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