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Playtesting
Playtesting was done by the following groups:
- 7 Lives
- Polis
- Kraken Studios
- Part 4 student Jason
Feedback received (before Prototype was due):
- Wrong dialogue appears for certain NPCs in the game.
- Player cannot do trial multiple times.
- Player can walk off the map beyond the game world in the scene.
- Dialogue sometimes overflows and had some typos.
- Controls disappeared after minigame until the dialogue is completed.
- Evidence collected disappeared after playing the minigame.
- The player appears on top of the lunch lady after the minigame.
- Some of the sprites did not scale well with the rest of the game.
- Leaving a room after clicking tilt on a computer gives a black screen.
- When left trial mid-way, other NPCs would start off with incomplete trial dialogue.
- Walk animation for mobile joystick always goes up
- Lives aren't used during the trial, scoring seemed unclear.
- No clear instructions on how to progress.
- Gameplay was not considered to be complex enough although it satisfied the serious concept definition.
- Should not limit the player to talk to an NPC only once.
Improvements made to the game before final submission:
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More time was given to make the story more complex, this can be seen by the increase in difficulty and complexity of gameplay when progressing to a new level. Clues were made, such that the player's critical literacy skills would be challenged.
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Instructions regarding necessary touch controls were added in dialogue boxes to guide the player to make their next move.
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Player can now talk to some NPCs multiple times and depending on what evidence they have can generate a different dialogue.
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Script responsible to generate dialogue has been improved so now the player can talk to the principal multiple times if they haven't done a trial already at that level.
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Borders have been added with collision detection to prevent the player from walking beyond the game world.
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Persistence Controller has been made to persist data between scenes. This has also been utilized to save and load data as an extra feature to the game.
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Careful attention was given when placing and scaling the sprites to the rest of the NPCs in the game. These sprites have been cleaned up to give a crisper pixelated look.
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Rooms do not have a tilt feature as they are small.
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