Enemy testing - UQdeco2800/2021-ext-studio-2 GitHub Wiki

Background and Goals

This game is a doomsday escape game co-produced by ext-studio-2. In this game, players need to flee to their homes and avoid various obstacles and enemies during the game. In this sprint, we added new enemies, alien monkeys and Facehugger. This test will test the generation of enemies, the attack situation and the user’s satisfaction with the animation when the game is running.

Aim

  • We have added new enemies to the game, and I want to confirm that active attacks will not make the game too difficult.
  • We have designed a new enemy for the game, and I want to make sure that the art style fits the game and how to improve it.

Test plan

Our team discussed this test and determined the test target. Afterwards, the team conducted internal tests to ensure that there were no fundamental problems, such as failure to run.

  • Prototype: After that, we made a prototype through game screenshots, sketches, pixel image files, etc. to provide participants for evaluation.
  • Participation: Test among studio students and random passersby at school.

Testing

The target audience for this testing is students in this studio as well as some potential players. Since this game was set up into an endless game, so the difficulty of the monsters and enemies through the process of gaming should be tested. Thus, some interviews are conducted to get enough feedback for us to make some improvements.

Methodology

Since this test aims to collect enough feedback and suggestions to help us confirm whether our designs meet the requirements and whether the difficulty is balanced. So we use several methods to achieve this goal.

  • Hypothesis: the way help us to confirm if there are any potential players, and then it’s important to meet their expectations.
  • Prototyping: to evaluate our sketches and the monster functions within the studio group, to make sure they meet the demand as our expected. Then collect feedback to make some improvements.
  • Evaluating: based on the feedback we collected on the prototyping, we make some changes to our initial sketches and functions of our monster attach mechanism, then we evaluate them again, to make sure they meet the demand after we improved them.

Interviews

The feedbacks we collected related to Aim 1:

  • “After I experienced this game, I found that the regular of how monster appears and attack is hard to master, so I think the difficulty level should be balanced.”
  • “The difficulty for now is quite suitable for me, as I am really into challenging.”
  • “In my opinion, I think you guys set up a really high-level difficulty of the monster, don’t even know how to live over 10 seconds.”
  • “I quite like the difficulty at this moment, as it can help me to cultivate my reflections.”
  • “The difficulty should be balanced.”

The feedbacks we collected related to Aim 2:

  • “The image is hard to see, I think you should make it clear.”
  • “The design of enemies looks great, however, they should be more clear.”
  • “The clarity of the picture should be improved.”
  • “The way of how the enemy attack should be improved.”
  • “Maybe you can change the way of how they appear.”

Evaluation Analysis

outcomes