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Sprint 2 Menu Assets

37JackHirst edited this page Oct 13, 2021 · 1 revision

User testing for sprint 2 was completed by three members of the studio and two external participants. A survey was conducted to ensure that the buff and debuff icons’ designs, themes, and consistency were being implemented to an acceptable standard. The procedure, results, and analysis are presented below.

Focuses: Interpretation, design.

One survey question was asked across the variety of designed icons, and the answers provided for selection were consistent across the buffs (yellow icons) and debuffs (red icons). Which of the following status effects do you think this icon would give you in-game?

  • Question 1: Lightning bolt - Speed boost [buff]

Lightning bolt - speed boost Speed boost survey

Analysis: 4 of 5 participants thought that the lightning bolt would give a player a speed boost in-game. While one participant thought it would give a player extra health, this may be due to no previous exposure to the game. As the game does not have a health bar feature, users would know that a buff giving extra health is unnecessary and would not be implemented in the game. Thus, the lightning bolt proved an effective icon to give off the right interpretation of a speed boost buff.

  • Question 2: Rewind button - Speed decrease [debuff]

Rewind button - speed decrease Speed decrease survey

Analysis: All participants chose the correct option for what the rewind button icon would give a player in-game. Since all participants interpreted the button as giving a speed decrease, this indicated that the icon was designed to an acceptable standard.

  • Question 3: Clock - Time stop (extra time) [buff]

Clock - time stop Time stop survey

Analysis: All participants chose the correct option for what the clock icon would give a player in-game. Since all participants interpreted the clock providing extra time for the player, this indicated that the icon was designed to an acceptable standard.

  • Question 4: Metal spring - Jump boost [buff]

Metal spring - jump boost Jump boost survey

Analysis: All participants chose the correct option for what the metal spring icon would give a player in-game. Since all participants interpreted the spring as giving a jump boost, this indicated that the icon was designed to an acceptable standard.

  • Question 5: Lock - Player gets stuck [debuff]

Lock - player gets stuck Player gets stuck survey

Analysis: 4 of 5 participants chose the correct option, which was that the lock icon causes the player to get stuck for a certain amount of time. One participant chose the ‘speed decrease’ option, which gave a slight indication that the icon may not be as clear as the team intended it to be. However, as the majority of participants interpreted the lock debuff the correct way, and in addition, the actual debuff for a speed decrease was also designed and implemented, with all participants choosing the correct response. Thus, the icon was implemented how it was originally designed.

  • Question 6: Bomb - Explosion (screen blockage) [debuff]

Analysis: All participants chose the correct option for what the bomb icon would give a player in-game. Since all participants interpreted the bomb as giving off an explosion (which would block the player’s screen and view), this indicated that the icon was designed to an acceptable standard.

Bomb - explosion Explosion screen blockage survey

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     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

     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

     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


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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