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Spaceship Boss Testing

GavintheLionHeart edited this page Oct 4, 2021 · 4 revisions

Background and goals

In this sprint, we have added a brand new elite monster, the spaceship. It is the trigger mechanism for the game to enter a new stage. After successfully surviving through the test of the elite monsters, the character can choose to enter a new map to experience a brand new game. This test will test whether the spacecraft can function normally when the game is running, whether the attack trigger is normal, and whether the new map portal is functioning normally.

Purpose

-We have added elite monsters to the game. It is a brand new game mechanism. I want to confirm whether this mechanism can work perfectly.

-We have designed an elite monster for the game. I want to make sure that the art style is suitable for the game and how to improve it.

-We have added a portal to the game, and I want to confirm that it can properly teleport the character to the new map.

Test Plan

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 a new way in the game, we need to collect its impact on the game, so we use laptops and tablets to open the game for testing.

-Participation: Test between studio students and random passersby at school.

test

The target audience for this test is the studio’s students and some potential players. Since this game is set to be an endless game, we need to focus on testing this way of stopping the character and trying to survive. Therefore, we conducted some interviews (think aloud, etc.) to get enough feedback so that we can 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 purpose 1:

  • β€œAfter I experienced the new elite monster, I found it's a bit hard for me to pass the game, so I think the difficulty level should be balanced.”
  • β€œThe difficulty for now is quite suitable for me, new feature runs smoothly.”
  • β€œI quite like the difficulty at this moment, as it can help me to cultivate my reflections.”
  • β€œThe difficulty should be balanced.”

The feedbacks we collected related to purpose 2:

  • β€œThe elite monster looks good for me, and I can definitely watch out it's an elite monster.”
  • β€œThe design of these elite looks great, however, they should add more animation.”
  • β€œThe way of how the elite monster attack looks great, and I may take some time to pass it.”
  • β€œMaybe you can change the way of how they appear.”

The feedbacks we collected related to purpose 3:

  • β€œIt transports me to a new game space.”
  • β€œI don't even know I can get into it.”
  • β€œI don't where it will transport me to, so I decided not to get into it.”

Evaluation Analysis

results

Gameplay

Home

Main Character

πŸ‘Ύ Obstacle/Enemy

Food & Water

Pickable Items

Game achievements

Game Design

Emotional Goals

Game Story

Influences

Style

Pixel Grid Resolution

Camera Angle and The Player's Perspective

Features Design

Achievements Screen

Achievements Trophies and Cards

Music Selection GUI

πŸ‘Ύ Obstacle/Enemy

 Monster Manual
 Obstacles/Enemies
  - Alien Plants
  - Variation thorns
  - Falling Meteorites
  - FaceHugger
  - AlienMonkey
 Spaceship & Map Entry
 Particle effect

Buffs

Debuffs

Buffs and Debuffs manual

Game Instruction

[code for debuff animations](code for debuff animations)

Infinite loop game system

Main Menu Screen

New Setting Screen

Hunger and Thirst

Goals and Objectives

HUD User Interface

Inventory System

Item Bar System

Scoring System

Props store

BGM design

Sound Effect design

Main game interface

Invisible ceiling

New terrain sprint 4

New game over screen sprint 4

Code Guidelines

Main Character Movement, Interactions and Animations - Code Guidelines

Item Pickup

ItemBar & Recycle system

Main Menu Button Code

Game Instructions Code

πŸ‘Ύ Obstacle/Enemy

 Obstacle/Enemy
 Monster Manual
 Spaceship Boss
 Particle effects
 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

Main Character Testing

Buffs and Debuffs Testing

Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

Game Engine Help

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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