Sprint 3: User Testing Final Boss - UQdeco2800/2021-studio-6 GitHub Wiki

Methodology

Overview

User testing will be done on the design of each of the items in the final boss level to ensure that these graphics can be intuitively understood and make sense to the users. Additionally, users were asked on different attacks of the player and the boss. In order to do this, the users will be slightly briefed on the background of the game, or any other components they need to know to complete the testing. After this, a series of questions will be asked, and their answers noted.

Justification

There are many components to the final boss battle, including the sailboat, dock, beam of light and the final boss itself. To ensure that each of the components are intuitive to the user, testing was done on each of these graphics. It is also extremely important for the boss fight to be both intuitive and challenging for the player given the boss fight is the last level of the game, therefore users were also asked about attacks that can be dealt from both the player and the boss.

Testing Process (Design)

User Brief

Prior to testing different graphics, the users will be told a bit about the game. This will depend, based on the item they are currently user testing. This is done carefully to ensure that the users aren't lead to a particular answer.

User Tasks

Some of the tasks that the user will be asked to do are:

  • Brainstorming themes, items and colours for the final boss enemy
  • Drawing a 'final boss enemy'
  • Deciding a suitable colour for the beam of light
  • Commenting on the appearance of the sailboat

Testing

Dock

This image was tested by asking testers questions to gauge if they understand what the image is and wether it can be walked on in the game The initial dock tile can be seen here: https://github.com/UQdeco2800/2021-studio-6/blob/main/assets/wiki/docktile.png this was then changed to a top view tile of the same design that can be interacted/walked on by the player. this was done after critiques in week 9 explained this would be a more effective design. The Testing results can be seen below:

What is this image? - Something you can walk across like a bridge - It is a pier or a dock

(show game quickly to user) Does the image fit in with what I have shown you? - The colours definitely make sense and it’s the same type of art - I think so, I like the dark colours with other things shown in the game

Would you interact/walk on this image? - I would assume I could walk on it - Yes I assume it would take me from my current location to something else

Health Bar

This image was tested by asking testers questions to ensure they understand what the image is and wether it suits the style of the rest of the game.

What do you think this is? - Some sort of bar to show levels - Some sort of points system

(health bar shown above final boss) How about now? - I think it’s a health bar - Oh it shows the health of that character

How effectively does this convey the health of the boss? - It does it well as the colours make sense for an enemy and to represent its life I think it does a good job, its simple and makes sense logically

Sailboat

User testing was conducted on the sailboat in order to improve the initial graphic, and feedback was received from peers and users. When presented to peers, their suggestions included adding highlights and shadows and fixing the corners of the boat, as the positioning of the pixels did not look correct. When presented to users, they also commented on adding shadow. Additionally, they suggested creating oars and an anchor to the side of the boat. This feedback will be taken into account when creating the second version of this graphic.

A second user testing was completed after adding shadows, fixing the corners of the sail and boat, and adding an anchor. Users much preferred this version, saying it looked more realistic and dimension was added with shadows. No new suggestions were given, therefore, the second sailboat will the final sailboat graphic.

Light Beam

Users were asked a simple question, "What colour do you associate with an attack that takes the form of a beam?". They were also told that the background for the level would be yellow. Sidenote, although this question seems convoluted, I did not want to lead them to an answer by referring to it as a 'light beam' attack. Five users were questioned - three answered red, and two answered blue. Users who answered red associated the beam with a laser beam, which is generally red. Interestingly, one user answered "blue if it's from the protagonist, and red if it's from the villain". Another user said that red symbolises "blood, power, and heat", and is fitting for an attack. Users who answered blue justified their answer with several light attacks in video games, tv shows and movies - despite this, these attacks are usually from the protagonist, and thus, does not make sense for our enemy. According to this feedback, red was chosen for the colour for this attack, as the light beam is coming from the final boss enemy.

A first draft of the light beam was shown to users for user testing. Users liked the difference of colour between the inside and outside of the beam. The position of the small, lighter red lines are also well positioned. An improvement was to add dark and light red pixels outside of the light beam, "a beam of light won't stay in one constant stream, especially if its fast". This advice will be taken for the next iteration of the graphic.

The second graphic was well accepted by users, they agreed with the pixels outside of the light beam, calling it 'realistic' and 'reminds me of anime or cartoon fighting scenes'. Due to this, this will be used as the final graphic for the light beam.

Final Boss head

When conducting the initial brainstorm of the final boss, a range of different items were suggested that fit the current theme. Darker colours, especially dark green, were suggested by multiple users. Users drawing their take on the final boss also yielded similar results - multiple ghosts were drawn, as well as some obscure sea creatures with scales. These ideas, as well as the drawings each designer individually did for the final boss were compiled to create a final boss graphic.

User testing was conducted on the final boss head in order to improve the initial graphic, and feedback was received from peers and users. When presented to peers, their suggestions included adding highlights and shadows and rotate the head a bit of downwards, as the positioning of the pixels did not look correct. When presented to users, they also commented on adding shadow and some colour correctness.

Evaluation of Results

Common Issues & General Options for improvement:

For the sailboat, multiple users commented on the lack of shadow. They also mentioned how it looked bare - partially due to lack of shadow, but also due to there being nothing on the boat but sails.

Multiple users commented on the light beam being 'too rigid' - there was only one constant stream, which didn't make sense to them.

Currently Actionable Improvements:

As a result of these suggestions, some changes were made to some of the graphics.

For the sailboat, shadows were added, as well as fixing the corners of the boat and sails. An anchor was also added following the advice of the users.

For the beam of light, specks of light on the outside of the beam were added, following user advice.

Testing Process (Mechanics)

User Brief

Subject was shown the rough design of the final boss, the game area for the boss fight and a basic sketch animation of an example boss attack. The user had also played an earlier version of the game and was therefore familiar with the enemies, player attacks and fundamental controls.

User Tasks

  • Q1 - Create a list/brainstorm of some ways in which the boss could attack the player
  • Q2 - Create a list/brainstorm of some ways in which the player could attack the boss

Results

Q1 - Create a list/brainstorm of some ways in which the boss could attack the player

  • Chomp
  • Frills shoot out like daggers
  • Eyeballs shoot lasers
  • Breath of fire
  • If full body:
    • Strangle with tentacles
    • Spikey balls shoot out
    • Tentacles slam down on target

Q2 - Create a list/brainstorm of some ways in which the player could attack the boss

  • Slingshot
  • Slice tentacles
  • Capture the angler light, hold for 10 sec or so

Additional Comments/Suggestions

It might be good to add some obstacles within the game area.
There should be a time when the boss is immune and the player simply has to survive.

Evaluations of Results

The list of attacks for both the user and the boss will be very useful when designing the stages of the boss fight. While some of the attacks align with those envisioned by the programming team, many provided a new outlook on how the boss fight could work and how a user's skills could be tested. In particular, the breath of fire attack from the boss was an unusual suggestion given the creature looks as if it came from the sea, though it is certainly close to the beam attack that was originally conceptualised. Additionally, the user mentioned 3 attacks for the player that each incorporate a different style of interaction. These being melee attack, ranged attack and a special interaction. This provides the team plenty of room to create a variety of interesting combinations of mechanics to implement into the stages of the fight.