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Monster Manual Testing

Guanhao Qiao edited this page Oct 3, 2021 · 7 revisions

Monster Manual Testing

Background and Goals

This user test is to determine the final version of the monster manual. The results we collected will be summarised to improve our design and functions.

Below is the different versions of the border and box which cover up Enemies/Obstacles.

Border:

Version 1 Version 2
box_uncovered box-covered

UNKOWN BOX:

Version 1 Version 2
alien-plant UNKOWN-BOX

Process

To conduct our user testing we did the following:

  • We invited at least 3 users to test the monster manual
  • We give them some instructions after the first time of play and observe their actions
  • We let them to select their favourite versions of design
  • We designed a questionnaire for the users to answer
  • We conduct interviews with users and collect the feedback

Questionnaire

  • Which version do you choose? (For each design) And why?
  • What elements of the manual attracted you?
  • What do you feel about the monster manual?
  • Do you have any questions?
  • Do you have any suggestions for us to improve our monster manual?

Results

Question 1:

  • User 1:

For Border: Prefer Version 2

The background of version 1 does not cover the whole area which looks a bit abrupt, version 2 looks better.

For UNKOWN BOX: Prefer Version 1

Version 1 gives me a sense of Pokedex of Pokemon, but the background is too simple, maybe add some other elments will be better.

  • User 2:

For Border: Prefer Version 1

This border looks good in the game, because the background of the border is transparent, if the gray covers the entire interface, it feels very inappropriate.

For UNKOWN BOX: Prefer Version 2

Version 1 is really too monotonous, version 2 feels very suitable for the overall style of the game.

  • User 3:

For Border: Prefer Version 1

Version 2 will look better if the outer part of the border is snapped off, otherwise version 1 is better.

For UNKOWN BOX: Prefer Version 2

The style of version 2 is very cartoonish.

Question 2

"The border of this manual is very attractive to me, there is a feeling of the interface of 'Metal Slug'."

"The background is very good, but it would be better if it could be a little more pixelated."

"This method of revealing information only after encountering the enemy is great and fits the design of most games"

Question 3

"Overall is good, I really like the design and functions."

"The pixelation of the style is not obvious enough, otherwise it would be more suitable."

"The overall operation was smooth and no bugs were found"

Question 4

"What does the 'Attack' and 'Health' mean?"

"Will you add the way of attck of each monsters/enmies (like the attack distance)?"

Question 5

"It would be better if the overall pixelation was more obvious."

"Some shading can be added to the painting."

"It is better to list the monsters' way of attack."

Summary

Overall, We try to implement the advice given by the users. The feedback from users shows that our interface design is very good and the overall functional implementation is successful.A small number of users feel that some designs need to be more pixelated. More users choose the version 1 of border and the version 2 of UNKOWN Box.

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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