Play-Test Survey

This weeks task for me has been to analyse the data gathered from the play-test session that took place in the beginning of this week. The data was gathered from a survey that the testers would answer after they had tried out the gameplay, which listed questions regarding some of the aspects we wanted critiqued.

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The survey included score ratings from 1 to 10 and some more elaborative questions where the player could describe the experience more individually and detailed.

 

 

 

 

 

 

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Our scrum-master decided that this task was the priority for me to work with this week since we had the Alpha-Presenation this thursday, where some of the questions regarding the quality of the assets could be answered through the responses we recieved from the survey.

 

By gathering all the data we had aquired I could translate the testers responses into what the testers saw as flawed gameplay and appreciated gameplay.  Having data presentable gave us the ability to convey what the game lacked/fulfilled, during our presentation. Besides from the Alpha-presentation we could see for ourselves what we had done correctly/incorrectly, which was useful since we got a clearer view of what we needed to prioritize and work on, now that the second part of the project was going to begin.

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I started off by looking over the ratings we had recieved, since a part of the survey consisted of rating a feature or aspect on a scale from 1 to 10. I added the ratings together and split them up to a number equal to the amount of testers to see what the avarage score of each question resulted in. This gave an easy readable diagram of howthe game was rated.

 

Then I looked over the more elaborative questions such as “What was the best part of the game” and “What was the worst part of the game”, so get an overview of what the individual answers was telling us about the gameplay-experience. By doing this I could relate alot of the answers with each other in order to pinpoint what the actual problems were. Answers like “I died without knowing why” and “I didn’t know when i took damage” could be interpreted as that the player did not notice the health points, therefore the positioning or certain aspects regarding that feature needs to be improved.

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That pretty much sums up what I have been working on this week and next week I will get going with the tasks regarding the Beta.

Thanks for stopping by, have a good one!

/Hampus

Level Design 02/08 -18

This week I have been working on the first basic level of our game. This includes trying to figure out an actual good design for how the map is going to look and learning how Tilemaps works in Unity. The majority of the time has been spent familiarizing myself with Tilemaps in order to get started with the level design, since I am completely new to the system. The level I have been working on is the first 30 seconds of playable terrain that represents a cave the player will navigate through, with basic obstacles and enemies.

I have been working on the level by using unity and incorporated the sprites and assets provided to me by the graphic artists in my group, in order to get the best possible visual representation of what we imagine the end-product to look like. I have done research on level design, in order to get a good grip on what is important to think about when creating a map and implemented it in the creation process. Since the game is set in an underground cave I have also been researching appropriate structures and surroundings, to a point that besides being “game-enviorment”, the player can feel the apropriate atmosphere

I choosed to work with the level design this week since we have created most of the required assets for the Alpha-presentation the upcoming week and the only real thing we miss is terrain. Since I am the Lead Designer I have documentation mostly on my schedual, but this week I chose to prioritize the level design so that our Alpha-presentation is ready to go. By having the basic layout of the terrain done and working, I can also start to play-test the game on a more viable level. This will ease the iteration-process in the future when alot of my time will be spent testing out changes and assets we implement into our game. When you have an actual playable level to test it out on, instead of just an empty space with a background you get a better view on what feels good/works and what doesen’t.

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/Hampus Serrestam