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Emotional Goals
Emotional goals, are what you want users to feel while they use your software / play your game.
When the players are affected by the goal β During stage x, when near win condition.
What the players feel β Increased pressure (measured using y).
Why the players feel this β Due to tougher enemies attacking their base.
When: Beginning of Game
What: Lonely, Panic
Why: Because when the game first starts, players are told that there is a virus outbreak and separation from their families, and the streets are cluttered. Players will face separation from family/friends and need to survive alone in extreme conditions, which will make players feel lonely and panic.
When: During the game. The game gets harder with time.
What: Tense/Stress --the game creates an atmosphere of tension
Why: The player must finish the task as soon as possible, he can not make mistake, or he dies. Stress from needing to complete an objective, anxiety over running away in a time limit, etc.
When: When the player completes the game------game theme
What: Reflection
Why: The theme of the game is to create a doomsday environment to arouse people's self reflection, so as to cherish the present life.
When: player lack low HP
What: uncomfortable/nervous/irritable
why: they are afraid of making mistakes ----they are afraid of death
When: When the player dies
What: Upset/annoying
Why: He might need to play from the start
When: When the player fails a mission
What: restless
Why: He may have lost the opportunity to acquire certain equipment
When: Player gets the buffs
What: Sense of security
Why: In the process of playing the game, some of the items scattered in the map have a gain effect, players can pick them up to strengthen
themselves, players will feel a sense of security.
When: Player get the debuffs
What: Unsafe
Why: In the process of playing the game, some of the obstacles/objects that will appear on the map have a mitigating effect, and players can encounter them to weaken their status, and players will feel unsafe.
When: When the player completes the game, the player will realize the value of food and reduce the amount of food wasted.
What: Reflection
Why: In games, the absence of food means death and defeat
When: player is told that they need to defeat the boss in order to find the family
What: Stressed
Why: Because the boss is as the most powerful role in the game, players need to prepare many items and get weapons to defeat this boss, so
players will feel the pressure.
When: After the player defeats the boss
What: SatisfactionοΌHappy
Why: When the player defeats the boss, the player will feel very satisfied when he defeats the strongest character and will be able to see his family immediately, the player will feel very happy.
Is this true? Do we need a boss?
When: After the game --after they finished setting up tasks & Missions.
What: feel relief
Why: Due to the plot of the game, the player has to control the character to maintain life by collecting food, oxygen and taking transportation to avoid the attack from the aliens, besides facing all of these extreme situations, the player also needs to solve the problem he meets during the game. After the player controls the character to finish these tasks and arrived home finally, the player will feel relaxed and happy.
When: collecting some items
What: feel happiness, satisfaction, and of course the sense of security
Why: when they collecting some items which can save their life after they finished a stage of the adventure, they might feel happiness, satisfaction, and of course a sense of security.
When: facing the alien attack
What: they might feel nervous and pressure
Why: being attack means the possibility of death
When: they get a rare achievement at a sudden
What: excited and wants to share with others
Why: a rare achievement means its needs time and luck to get
When: Wasting too much time on the progress of escaping from the aliens
What: feel tired
Why: it will cost too much time on escaping and still might lose the game
When: the player gains some kind of negative status
What: intensity
Why: the health value will be consumed within a certain period of time after the player gains a specific debuff, the player needs to find an item that can restore life within the specified time, otherwise they will lose their life and restart the game
When: Players gain weapons
What: Surprised, Safe
Why: If the players donβt have any weapon, they cannot fight against the boss. Now with weapons, they are able to defeat the boss
When: Players find the family
What: Happy, Satisfied
Why: The playerβs goal in the game is to find the family
When: The night comes
What: Unsafe, Worried
Why: At night, the sky turns dark and dangerous objects increase. Players are more alert to their surroundings to ensure their own safety
When: Daybreak
What: Relieved, Determined
Why: After changing from night to day, the danger is slightly reduced. Players breathe a sigh of relief, but they still need to be alert for danger
When: Heavy rain
What: Dangerous, harder to control
Why: During the heavy rain, it is getting harder to control the persona. Players may need to take more precautions while playing the game.
When: The game may getting harder as the mark goes up.
What: About the tense/stress, the game dynamically applies more tension to the player
Why: The player has to get more experienced during the game and avoid making mistakes.
Camera Angle and The Player's Perspective
Achievements Trophies and Cards
πΎ Obstacle/Enemy
βMonster Manual
βObstacles/Enemies
ββ- Alien Plants
ββ- Variation thorns
ββ- Falling Meteorites
ββ- FaceHugger
ββ- AlienMonkey
βSpaceship & Map Entry
βParticle effect
[code for debuff animations](code for debuff animations)
Main Character Movement, Interactions and Animations - Code Guidelines
ItemBar & Recycle system
πΎ Obstacle/Enemy
βObstacle/Enemy
βMonster Manual
βSpaceship Boss
βParticle effects
βOther Related Code
βUML & Sequence diagram of enemies/obstacles
Scoring System Implementation Explanation
Buff and Debuff Implementation
Infinite generating terrains Implementation Explanation
Game Over Screen and functions explaination
Buffer timer before game start
Rocks and woods layout optimization
Magma and nails code implementation
Guide: Adding Background music for a particular screen
History Scoreboard - Score Details
Listening for important events in the Achievements ecosystem
Hunger and Thirst icon code guidelines
Hunger and Thirst User Testing
Buff and Debuff Manual User Testing
The New Button User Test in Setting Page
The Main Menu Buttons User Testing
Infinite loop game and Terrain Testing
https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git
πΎ Obstacle/Enemy
βObstacle testing
ββ- Alien Plants & Variation Thorns
ββ- Falling Meteorites
βEnemy testing
ββ- Alien Monkeys & Facehugger
ββ- Spaceship Boss
βMonster Manual
βParticle-effect
βPlayer attack testing
ββ- Player Attack
Sprint 1
Sprint 2
Sprint 3
Sprint 4
Changeable background & Buffer time testing
Game over screen test sprint 4
New terrain textures on bonus map test sprint 4
Achievements System, Game Records and Unlockable Chapters
Musics Implementation Testing plan