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Level 1 Floor Terrain Testing

Gir3245 edited this page Oct 5, 2021 · 2 revisions

Introduction

The floor terrain was designed by Team 5 throughout Sprint 3. The menus appeared when the player won the level, lost the level and paused the game, respectively. They contained buttons for the player to Return to the Main Menu, Replay the Level, Continue to the Next Level (when they win) and Resume the Game (when paused).

Purpose

A test plan was put in place to determine whether the functional and design elements were clear to the player. Feedback allowed the team to determine whether the design felt consistent with users previous experiences in similar games, and whether changes needed to be made to the design of the level to make it more engaging.

Test Plan

According to the user experience information we want to know, we took the talk aloud method to test the the floor design with and without npcs.

What preparations have been made:

  • Organize the prototypes for interactive testing
  • Questions to ask users after testing
  • Invite 5 test users

Process

To conduct our user testing we did the following.

  • We asked test users to run through level one without any obstacles or npcs and then compare it to the old level.
  • We asked to test with enemies and npcs
  • When they were doing task tests, we observed and recorded their notes and behaviour as it was being done.
  • After completing all task tests, ask them about their satisfaction with the overall design, difficulty and ask for some feedback and suggestions.

Tasks and questions we asked were

  • played old level of flat floor
  • play new level design with no enemies
  • play level with full enemies and obstacles

Test Results

  • The participants enjoyed the new level design for the terrain and felt it was more engaging
  • some participants enjoyed the new difficulty of the game but some thought the level was to hard with the npcs
  • some participants noted that the level was short and could be longer

Conclusion

Based on user feedback and suggestions. The level design was very engaging and well liked. The level can be made longer depending on the difficulty of the level as the current difficulty of the level requires this to be a short map.

Table of Contents

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Introduction

Main Menu

Main Game Screen

Gameplay

Player Movement

Character Animations

Enemy Monster Design and Animations

Game basic functionalities

User Testing

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Game Engine

Getting Started

Documentation

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

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Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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