Water - UQdeco2800/2022-studio-2 GitHub Wiki

Iterations:

Iteration 1

User Testing:

Testing Plan:

Testing Method: Short Interview

  1. Explain the concept of the game and the component to the user.
  2. Show the design to the user.
  3. Ask the user what they think about the design, consider the design itself, its relation to the context/concept and any other feedback they may have.
  4. Record feedback and iterate based on this.

User Tests Results:

User Feedback on Iteration 1: "It's too simple and lacks any depth" "Maybe add some highlights or more texture" "You could maybe try a different pattern... for example shows picture where the light is reflecting off the surface" "It doesn't really look like water"

User Feedback on Iteration 2: "Something about the pattern looks off" "I like this better than the first one but it's still lacking" "I don't like the colour palette of this one, I prefer the first one's, I think it fits the Atlantis theme better."

User Feedback on Iteration 3: "I don't like it, it's too harsh on the eyes. The darkest colour is too contrasting compared to the other colours." "The pattern doesn't really resemble water..."

User Feedback on Iteration 4: "The colours now work better in comparison to the previous design because they're more similar but I think you should still change the pattern."

Final Iteration/ finalisation of design:

5

6

7

(32x32)

image pixil-frame-0 (14) pixil-frame-0 (15) pixil-frame-0 (16)

Sprint 2/Future Considerations

Our team would like to eventually implement animation to the water so it wouldn't just be static. We think this would enhance the overall aesthetic and give the game a more polished/refined look.


SPRINT 2 Water

"Colours are level 1's colour scheme but grungier, dirtier, and darker, with more greens and blues, with fewer creams, yellows and whites. The story team chose to take inspiration from the game 'Stray' and its use of poverty, it depicts a cluttered but functional undercity, lower lit than level 1. We took ideas from Bioshock and Dwemer ruins as well in the steampunk pipe scene we would like to see."

The above is an excerpt from the Story Team's Level 2 initial prompt.

Considering that this stage was underground, we iterated and adjusted the water to be a dimmer colour than in Level 1 to reflect the darker lighting and follow the above prompt of "grungier, dirtier, darker"

pixil-frame-0 (32)

Sprint 3/Future Considerations/Changes

  • We want to implement slowing down the player when they walk over water
  • We initially planned for the water to be animated in this sprint however, we decided to instead prioritise the main components in the level. We are definitely aiming to animate it in Sprint 3.

Sprint 3 - Water Animation

To implement the water to be animated and give a livelier feel to the user when playing the game, this animation below was developed.

water_animation

This was developed by putting these 3 images into an application and playing them every few frames.

frame0Water frame1Water frame2Water

During map creation, these water tiles are changing every 100 milliseconds to give that feel of live water flowing.

Sprint 4 - Water Further developed

We wanted to give the user a sense of reaching the out of bounds area and decided that implementing the water to be a little darker as they continued adventuring since this would provide a sense of confusion and usually this leads to them not wanting to wander off into uncharted territory that goes from light water to a dark shade and then an even darker shade, giving it a visual expereience of the water getting deeper.

ezgif-5-9c06550115ezgif-5-eb57681ee1

These were developed upon the original water animation iteration by putting the 3 images into an application and playing them every few frames.

frame0waterdark frame1waterdark frame2waterdark

frame0waterdarkest frame1waterdarkest frame2waterdarkest