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The dialog box is called again testing sprint4

Kai9613 edited this page Oct 18, 2022 · 1 revision

Purpose

The main purpose of this user test is to investigate and evaluate the views and feelings of the dialogs we changed on the users, and record the feelings, moods, and interactions of the users through the actual operation. This user test was very important for our project because our team's final design might have some flaws. Therefore, the test results are executed to improve the system.

Process

Due to the current COVID-19 pandemic, user testing will be conducted through online zoom meetings. The tester will use the zoom meeting to show the user the relevant display page of the game, and let the user remotely control to try it out.

1、The tester will use zoom to display relevant game conversations.

2、The tester will ask the user some open questions.

3、The tester will record the answers, summarize them, and delve into specific reasons.

Key Questions Asked

  1. What do you think is the first feeling of the dialog box disappearing?
  2. Do you think getting back to the npc is the right way for you
  3. Do you want to break the conversation in the middle of communicating with NPCS?

Results Analysis:

Based on our qualitative tests with three users, we found the following:

  1. In response to the disappearance of the dialog box, the first reaction of the user is that he has not remembered what needs to be done, so the first reaction at the moment is to find the location to view the dialog content again. Because we think that the dialog box recall logic implementation is in line with the needs of the user in the process of the game, but the subsequent optimization can consider whether to add a task list to the user after the end of the information dialog. This will guide the user directly through the subsequent operations

  2. For recalling the dialogue near the npc, the task should be triggered by the user's initiative, rather than by the distance between the characters, because it is easy to trigger the dialogue when the user is walking, and we cannot interrupt the dialogue.

Conclusion: According to the feedback content, our team quickly modified the corresponding code correspondence. According to the distance judgment, the dialogue was displayed and modified to the point that the user needed to actively press the f key to call the dialogue. But this requires educating the user at the beginning of the game. The cost is larger

  1. whether can interrupt the dialogue this matter, there is a big question inside itself. We wanted the user to keep receiving the message from the npc, so we didn't add a break button, but we did provide a way to restart the conversation for the user who skipped it.

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
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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