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- Audio (19)
- Characters (3)
- From Kim (1)
- Inside Voice Alert (55)
- Level Design (27)
- Pictures (4)
- Post Mortem (6)
- Programming (5)
- Term 1 (202)
- Testing (21)
- UI (25)
- Weapons (24)
Friday, June 18, 2010
Trevor UI survey questions
2) Were you able to differentiate between the background and buttons?
3) Did the flow of the menu's make sense? If not, where.
4) Did you ever lose your mouse while navigating? If so, what menu?
5) List all menu's that you found to be too cluttered.
Survey Update
So I'm pretty sure you are all tired of me updating the blog like crazy. But I promise this will be the last post for now. So I'm proud that everyone has gotten their survey questions in on a timely manner. You are all gentlemen and scholars. Now I would wait for Jordan's questions but at this time we don't really have any animations at the moment other than the hammer swing.
As far as obtaining the updated survey, you can use the link from a previous post. But for the lazy minded (meaning all of us) I have the links right here for you guys.
Warnutz! Survey 2
Warnutz! PC version
Trevor: If you can, could you make a mac version of this and upload it to the same location as the Windows version.
Thursday, June 17, 2010
This is Lionell Questions
Is the characters on the screen too small? How much can you see them?
Do you feel the Main Character's clothing blends too well with the background? What are some ways to fix if?
Do the suits of the character too outrageous? Would you prefer a set theme for the character?
Should there be a uniform that goes to each weapon? Why?/Why not?
Any other commits about the characters regarding style, color, and size?
Weapon Questions by Perry
2. Was it easy to see each weapon collected with our background color?
3. Were our weapons hard to use with our X button as the attack?
4. Did you have any problems finding our weapons?
5. When changing weapons did you know what to press to choose them.
Update on surveys
On another note DO NOT edit the survey files as that very well may throw me off. If you have suggestions throw it in the comments on box and this post so that I can make the required changes if needed. Thanks for taking the time to post your survey questions in a timely manner.
Testing Survey 2
Warnutz! Testing Prototype 2
Interface Questions 6/17
- Does the in-game hud give you enough information?
- Does the inventory screen simplify of complicate item swapping?
- Does the level select screen give you clear direction?
- Is it clear where the buttons are in the level select screen?
- Does the main screen give clear direction of choices?
Survey Questions - Level Design
The survey will be a .doc file (I'd say .docx but not every one has Office 2010). Also we will be testing on the build that was reviewed tonight, I will be uploading the .exe file to the box under the Level Design folder for you guys to link to. Now also as promised here are my questions for the survey.
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(Mandatory at this point): Have you played a previous build of the Warnutz! game?
(Another mandatory thing for the end of the survey): Please include your comments, questions, and concerns you may have in regards to the game.
1) Were you able to obtain all the 'shinies' in the level? If not, explain.
2) In terms of health and upgrade pickups, were there any that you felt could be placed better? If so, what item and where? Why do you feel that way?
3) Were there too many enemies in comparison to the number of health packs?
4) In terms of accessibility, were there areas that were too difficult to reach? Areas you wanted to go but couldn't? Explain.
5) In terms of difficulty, how would you rate this level on a scale from 1-10? Explain.
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I look forward to seeing everyone's questions and be sure to send out the survey and test when they become fully available.
We can make this game better, we have the skills, we just need to push ourselves further. I for one would like to continue development on this past the term so we can get a full game up.
Also, on a side note: What are we doing for the promotion. Website or box art? Also who would build the website or draw the box art. We should have considered this weeks ago and we're running out of time. We NEED one of those two items.
survey question for audio sound
1. Is the jump sound in the game good or bad?
2. How does the dying sound for both Hero and Enemy good or bad?
3. Health pack pick up sound good or bad?
4. Do you like the shovel hit sound? yes or no
5. Do you like the grass walk sound the hero squirrel make? yes or no
Programming test questions
1.) How responsive does the player character feel
2.) how easy is it to control yourself while in air?
3.) how do you feel about slowing down to attack?
Boura's 5 Questions
#2.... Do you know what the shiney objects are?
#3.... Are there anythings you feel are missing from the background?
#4.... Does the coloring seem consistent?
#5.... Is anything pixelated?
Thursday, June 3, 2010
Some Test Results
- The background could be more 'dynamic'.
- DIFFERENT JUMP SOUNDS! (common across all three)
- Background music would help.
- Enemy placement was fine.
- No 'Thriller" squirrels (the backwards squirrels)
- Too many health packs, fine for first level though
- Didn't know there were sub-bosses/regular bosses.
- Better locations/hide the golden nuts
- Decent difficulty for a starter/first level
- Golden nut locations provided reason to fight bosses.
- Nut counters didn't function properly (they need to be removed at this point as far as the regular ones).
- Didn't like the fact that enemies really didn't notice the player soon enough.
- Could easily obtain Golden Nuts without actually fighting enemies.
While there isn't too much to go off of here, it provides some info on what needs to be done to fix our current game.
Sunday, May 30, 2010
Level update and test versions
So I have uploaded this build to box under the level design prototype folder and the survey is under the level design survey folder.
.exe: http://www.box.net/shared/rx0hlrkt28
survey: http://www.box.net/shared/xqu8hn0jf8
A solution would be nice, the sooner the better.
Friday, May 28, 2010
The results are in
Now we know that the mechanic is solid enough, we have started to add a story, better objectives, and better goals. We have taken out the cannon upgrade all together. The shop is no longer part of the level, but will be made a part of a pause menu instead. Bosses and mini bosses will be added, as well as health packs, upgrades, and items. All of theses changes effect everyone, some more than others. I think this is really a first new iteration of the game as a whole.
Christian Allen said that we learn game design by failing at it. We made our ideas, our reasons to support them, and we stood behind our reasons, daring the testers to prove our reasons wrong. In the end, the testers proved us wrong. In a way we failed, but not to the extent that will kill our game completely. Our only failure was not testing our game sooner.
Now we know why testing is important. If we test the next iteration of our game the same way we did, we will have as many, if not more, results we can use and move forward with. We are going to take what we learned, take the test results, and bring our game to the level that the target market wants! We will not falter in our ventures!
I believe in everyone on this team! I know we will make this game successful!
I am still working on updating the flowchart for the U.I. changes. When it is done, it will be up on box.
Testing works huh?!?!
More talk from Perry
Thursday, May 27, 2010
Great Job Today by Perry
Milestones for me this weekend will be to create thumbnails for our main bosses weapons and sketch them. Tuesday the sketches should be finalized. I'm going to have lots of fun making some more melee weapons.
game test
Wednesday, May 26, 2010
Testing testing, is this thing on?
From the feedback, we have created question to help us make our game more toward our target market. Right now we are taking the questions we have come up with to help us with our future decisions. Once we have acquired that data, we will then make up our milestones based on the results.
I know that we have to wait for the results of our testing to come back, but there are a few ideas I would like to toss out there.
- Have a mini boss by each golden nut.
- Remove melee weapons completely. Shop for armor and canon become available via pause menu.
- Cannon comes in via helicopter after collecting the golden nuts.
- Player can swap between weapons/cannon at any time. Can only carry one weapons, armor, cannon at all times
- Player can climb trees
- After destroying the tree, the boss falls from the top of the tree. Player can only use the cannon to kill the boss. Resources for cannon randomly drop
The RIGHT prototype
I dont want anyone to freak out... but the WRONG prototype was on box until just now. The game was never recompiled as a .swf after we updated because we were running a .app durring the presentation. Well the old .swf was posted last night. I've fixed this AND put up a .exe for people that dont have flash at home... but it looks like a lot of you have already downloaded the older version...
WARNUTZ.swf
Tuesday, May 25, 2010
Time for Testing
I have asked my managers to let me commandeer one of the pc's in the managers office for testing purposes, but they refuse as they are concerned that it would possibly take more than 15 minutes (standard time for our breaks) So now I will be playing the waiting game until said results come back. Hopefully we get some good feedback!