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Map Design User Testing
In order to test the usability at this stage, the various users will participate in this test. Before conducting an interview on related issues, the interviewees are supposed to watch the current game interface. After that, participants need to answer 4 questions, include map interface design, integrity, and game difficulty.
Participant 1: Yes, I play a similar game before. There will be obstacles that need to be avoided. The game also provides equipment to accelerate or protect the player.
Participant 2: I have played a similar game named fireboy and watergirl. It is a task of two people working together. For example, a person needs to keep pressing the button and the other person crosses the bridge.
Participant 3: I have played many platformer games before including Super Mario Brother, Shovel Knight etc.
Question 2: What do you think of the overall design? Do you think the overall interface design is complete?
Participant 1: I think the background content is a bit empty, but the map is very clear. It's good overall, but I think you need to consider that the character's bounce distance symbol does not match the design of the map. The top of the map is far away, and it feels like the player can't jump over it.
Participant 2: I think the overall design is good, but some items in the map and the background color are a bit repetitive, which may not be conspicuous when placed on the map. Maybe the color can be changed more. For example, the color of the door can become brighter. Because the background is dark blue, the texture of the map may be brighter. Besides, the background is a bit empty, maybe you can add some hand-painted, for example, you can design a circuit board as the background.
Participant 3: The overall design seems to be on the right track artistically but needs more polish and development to look like a professional game. The interface design could also need more development to make it look more easy on the eyes and clear to the viewer.
Participant 1: It is easy for me. In the absence of obstacles, is the player's escape speed inherently fast? The threat of the black hole didn't feel very dangerous either.
Participant 2: The difficulty of this game is at an average level. Perhaps some interface effects such as collapsed ground can be added later.
Participant 3: The difficulty of the level looks very simple but uses the basic elements of a platformer very well. More work on the level design would be needed in future development but the basic structure and elements of a level are all there.
Participant 1: I think this game can be improved. The map design is rather simple. You can try to light up the player's surroundings and turn off the lights on the rest of the map. In this way, the player does not know what will be encountered next. It may be an unopened bridge or a closed door. Then the player must go back to find the button. This can take time and make the user nervous.
Participant 2: Maybe the user can throw the detection light (only on for 1s) so that the user can see the danger ahead clearly without going forward, but the light will go out after 1s. If the user still wants to launch the detection light, it is necessary to collect it. From this idea, the design can place some equipment on the map (collecting detection lights and the like).
Participant 3: Other things that could be introduced in the level is: Different enemy types. Different modes of transport through the level (E.g. bridges, moving platforms, sub-level layers etc.), Different environment types based on the level. Different animation for the playable character. Elements of a story throughout the levels. Interactable objects the player can use to help in the level or against enemy's.
Through the analysis of user feedback, the feedback can be divided into three aspects, namely interface design, game difficulty, and interaction mode.
Through user feedback, it can be found that players generally think that the map is very clear and can give users a good visual effect. However, the background of the map is somewhat singular, and perhaps adding some hand-painted effects will have a better visual experience. In addition, the visual experience of the textures in the map is not outstanding. The main reason for this problem is that the color of the texture and the background color are too similar. Another method for designing the textures is considering using bright colors to increase color contrast so that the user can have a focus. Therefore, in the subsequent improvement process will pay attention to the color problem.
Users think the difficulty of this game is relatively easy. Because this is an escape-type game, one user thinks that the sense of crisis and oppression of the game should be enhanced. Perhaps some adjustments can be made to the game interface to give users a better gaming experience.
Participants all mentioned the control of the light source. One participant thought that the current game map would directly show players all the itineraries, which would lack the mystery of the game. In order to allow players to enjoy the fun of exploration and adventure while playing the game, it may be possible to control the lights in the game, for example, the lights can only be focused on the characters.
First Evaluation
- Can't see any effort that has gone into the textures
- "Is fine"
- "Doesn't really match anything"
Second Evaluation
- Interactables look cool and liked how they all had similar tone
- "Better then the ones in the game now"
- "Good textures for base level"
- Seemed to be "just fine"
First Evaluation
- Really disliked the colour
- "Looks like default blocks"
- Doesn't think it suits the background theme at all
Second Evaluation
- Likes these textures better but still found it to be "like default blocks"
- "Would love to see more of a theme"
- Likes the textures and "would be fine if you add more interactables to each new level to make it more interesting"
- "Could make it better by continuing those colours for the background"
First Evaluation
- Likes that it stands out so its easier to play the game
- Didn't have anything to say about it at first
Second Evaluation
- Really liked these textures more and found them to be more interesting
- Liked the jump pad
- Thought it could align more with the theme of the background, "especially if your changing the textures for each level"
First Evaluation The Black tiles seemed very classic. I almost am reminded of Piano tiles. (Showed upon the level 4 background). It looks ok initially but when the transition towards the dark part of the website begins the contrast is almost non-existent making it very difficult for me to find the layout.
Second Evaluation Hmm, this checkered style reminds me of COD when their would be textures missing. Now that I think about it, as a modded Minecraft Player when ever I saw this I found it funny initially but also a bit stressed cause it meant that I hadn't loaded the mods incorrectly and now I would have to spend some time double checking what I did wrong. Its quite neat but I think it could probably use an expansion. Cause seeing these blocks as challenges or obstacles would become repetitive.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
Sprint 2 - Game Audio
Sprint 2 - Character Design
Sprint 2 - Menu Assets
Sprint 2 - Interactable Design Animation
Sprint 2 - Levels 1 & 4, and Level Editor
Sprint 2 - Proposed Level 2 & 3 Designs
Sprint 2 - Current Game State
Sprint 3 - Menu Assets
Sprint 3 - Map Design
Sprint 3 - Score Display
Sprint 3 - Player Death and Spawn Animations
Sprint 3 - Pick Ups and Pause Screen
Sprint 4 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)