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Showing posts with label Testing. Show all posts
Showing posts with label Testing. Show all posts

Friday, June 18, 2010

Trevor UI survey questions

1) Did you get ever get lost while navigating the menu's? If so, explain where.

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

Hello again,

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

1. Do these weapons suit our game? Cartoony/or too realistic?

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

Yes, I already have an update for you guys. I have already started composing our full survey and it's about 20 so questions at the moment. I will continue updating it through tomorrow night. The cutoff for new questions is 11:30 PM tomorrow night. No new questions will be accepted as I plan to have it finalized at that time and sent out to my testing group. Below are the links for you guys to share when it's time.

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

  1. Does the in-game hud give you enough information?
  2. Does the inventory screen simplify of complicate item swapping?
  3. Does the level select screen give you clear direction?
  4. Is it clear where the buttons are in the level select screen?
  5. Does the main screen give clear direction of choices?

Survey Questions - Level Design

As you know due to me stressing the fact. I want you all to have some questions together before the end of the day tomorrow (tonight preferably). Five per group or individual. more questions are always welcome. I will be composing the full survey tomorrow night and sending it out as well to those I can get to test.

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

here are my five survey question for the sound in our game.

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

I can't really think of too many questions to test for but here is what I came up with. If anyone else can think of anything please feel free to comment.

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

#1.... Do you know what you are picking up?
#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

Over the past few days I have sent out the testing materials for Warnutz. I have only recieved three results back despite the fact that I've had discussed testing with them before and they were eager, but they still haven't responded. Below are some notes I've gathered from the results I did get.

- 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

I have just uploaded a new version of the level in .exe format. The source files are too large now to be uploaded to box. I will bring them with me on Tuesday. There is one major flaw I noticed, and this is the Interfaces build. When I added the enemies and items back in, they were not obtainable or fightable, if that's even a word.

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

After gathering all the play test data, the whiteboard was filled with issues from it. Thought the list had some repetition of issues, it was enough to convince us we had to change our game to fit the target market. Personally, I will say that we have all done well in getting our mechanic to work, from the paper prototype, to the digital prototype.

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?!?!

I wont say I'm suprised by the fact that all our results were almost completely the same... but it is kind of funny.  Next time anyone thinks there is a huge problem with what we are doing say so... that way we dont get 14 weeks into a project and have to change obvious stuff.... lol

More talk from Perry

Let's continue to work together and make our game impress everyone that plays it in the future. Our focus as an unit will be making an completely finished level and taking our experience making the game to the next level. We have accomplished great things for our game over the last 14 weeks. I know that we can do things even better now let's make this happen. Working with all of you guys is help mold me into a better person. I'll follow all of you to whatever directions we need to go to be an successful team. Me and my 9 brothers together will make it happen. I have the confidence in all of you guys.

Thursday, May 27, 2010

Great Job Today by Perry

Today we got lots of stuff accomplished with our game. We finally have a goal made for it and also have an objective. Due to all the testing we did to see what adjustments that need to be done for our game to be closer to being an better complete game.

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

I tested ten people for our Squirrel Warnutz game. Will show the results to the team in class today. may 27, 2010 Tuesday.

Wednesday, May 26, 2010

Testing testing, is this thing on?

After Interfaces on Saturday, we received a lot of feedback about our game. Some of the feedback we received was related to a known issues we were working on. Then there was some feedback that I did not even expect. Just one example was whether we were going to add multiplayer to our game. That caught me off guard. Multiplayer never crossed my mind at all, and I am in the target market range of our game as well!

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
These are just ideas. Let's get the test results back first and go from there.

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 sent out emails to at least ten people already within our target market age range with a copy of the survey and access to the swf file. I did this to make sure that I can get some results considering how busy I am from now until Thursday.

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!