Particle effect testing - UQdeco2800/2021-ext-studio-2 GitHub Wiki
In this sprint, we have added a new component-particle effect for the characters and the previous obstacles and enemies. When the character is attacking, the enemy is attacking, or the obstacle is triggered, it will generate particle effects along with the attack. This test will test whether the particle effect can be generated normally when the game is running and whether the attack is triggered normally.
-We have particle effects in the game. This is a feature that enhances the beauty of the game. I want to confirm whether this function works perfectly.
-We have designed two styles of particle effects for the game. I want to make sure which style is suitable for the game and how to improve it.
-We have added a new attack effect to the character, and I want to make sure it works correctly.
Our team discussed and determined the test objectives of this test. After that, the team invited some students in the same studio to test.
-Prototype: Since it is necessary to test two different particle effects, we need to show the style of integration with the game for the tested person, so we use laptops and tablets to open the game for testing.
-Participation: Test between studio students and random passersby at school.
The target audience of this test is the studio's students and some potential players. Since our effect is related to the game style, we need to focus on testing which style is more suitable for the game. Therefore, we conducted some interviews (thinking out loud, etc.) to get enough feedback so that we can make some improvements.
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.
The feedbacks we collected related to purpose 1:
- “After I experienced the new effect, I found it works really smooth and it makes the whole game more beauty.”
- “The particle effect is quite suitable for me, new feature runs smoothly.”
- “I quite like the particle effect at this moment.”
- “The particle effect looks so great, but it still can be improved to look more attractive.”
The feedbacks we collected related to purpose 2:
- “The second effect looks good for me, and I will definitely stand on this site.”
- “The design of these two effects both look great, however, I think the second one is more suitable for this game.”
- “The way of how the effect is activated looks great, and I choose the first one, it looks more simple.”
- “The second one will be better after you guys make a little improvement.”
The feedbacks we collected related to purpose 3:
- “It totally catches my eyes.”
- “New attack effect looks so great, and it works very well.”
- “I would probably choose the previous attack version.”
Old style | New style | |
---|---|---|
Attack | ||
Thorn | ||
Plant |