Showing posts with label User Test. Show all posts
Showing posts with label User Test. Show all posts

Saturday, 9 May 2009

Level: Progress 2



I have amended some of the problems brought up in the user testing. The screenshot above shows the platforms in the forground that are now blue than the same colour as the trees as before, which made it difficult for the user to find the platforms to jump on. I have also added some other things such as a cinematic mode. The mode is triggered when diologue, titles of levels and cut scened events occur. For most of these cinematic events the player is free to move through the level. Another thing that a fellow game designer mentioned was that the game had significant slowdowns, I think this was because of the particles system. The particles in the setting have now been decreased to up the performance. Things that need to be done:

1. In-game tutorial [part of the 1st level, needs visual feedbacks / controls]
2. The 2nd Level! [still editing the platforms for this level, but will be done very soon, bet you're getting sick of seeing the same forest level?!]
3. For some reason I can only get one enemy working on each level, the enemies are not dynamically attached to the level, they are placed inside the level so each enemy has their own instance names (argh, I know there is a easier way of doing this, but no time to learn nows), so they must be the problem with instances conflicting with each enemy.
4. Dexterity-based platforms and a boss encounter in the 2nd level.

so yaah, deadline is slowly creeping up, and I still haven't started with the design doc! urrrrhh, need to start now, byes.

Thursday, 30 April 2009

Feedback / User Testing Post!

I asked a couple of dudes to test the game out so far, awesome thanks to those that gave it a shot. Anyways, Dream Hunter has been in the hands of some merciless game designers I know and I've noticed a trend coming from them:

1. It is unclear where the platforms are located in the level because they are the same colour as the foreground trees.

2. The platforms in the middleground are nearly the same tone as the platforms in the foreground. They percieve to be on the same layer, confusing the platforms that do react with player in the foreground (1. might fix this).

3. Not enough visual feedback on the objective in the levels and the controls.

4. The health particle setting doesn't not reset to full green particle health when the player dies and restarts. Also, The character's position doesn't not reset back to the beginning of the level when the player falls into a pit.

5. lack of animation and gameplay (gameplay I'm still working on, a majority of my time was spent in building the game engine in Flash,now that Ive done most of that I'll be concentrating more on this)

I will try fix these problems asap, but The GDD is in need of a phoenix down.