earthshieldent world build blog
Friday, May 20, 2011
Thursday, May 19, 2011
Monday, May 16, 2011
Whats going on!?
So Monday has passed and I've only gotten one set of questions from you guys. Whats the deal? It is imperative that we play tests done this week. An without final questions to ask our testers how can we get the proper results that we are looking for? Lets make it happen guys
Saturday, May 14, 2011
Play test plan (Instructions enclosed)
Test environment:
Ryan's home, and IADT
System set up:
Internet connection required (however it will only be a web player build placed on the drop box, playable without the internet connection)
INSTRUCTIONS:
The goal is to quickly steal the objects that are around the museum without being caught by the guards.
Stealing can be activated only when in range of the object (indicated by the red squares near the object ). Items that can be stolen have a glitter effect around them. To initiate the steal place the player navigates into the range of the object, and then must click on the object they wish to steal. When initiating a steal numbers will pop up on the screen 1, 2, and 3. The numbers indicate the combination you are attempting to use to enter the case to get the object. Entering the correct combination grants you the object, the incorrect combination sends an alert to the guards. The player has five chances to give an incorrect combination while stealing an item, upon the fifth attempt if the player misses the guards are alerted and then it is game over.
While your main goal is at the end of the level to steal, it doesn't hurt to steal other objects in the museum either. Remember the more you steal the more profit for you! However, at the same time the higher the risk of being caught!
The player is to avoid being seen by the guards, if seen the player has 5 seconds to get out of the guard's field of view or it is also a game over. The player can hide behind objects to avoid detection and exit the guard's view. If seen the player will be locked in the room until the player has left the field of view of the enemy.
WASD (or directional keys)- Move
Shift + WASD (or directional keys) - Run
Right click - Initiate steal (when in steal range), change steal combination (while steal is initiated)
Left click - attempt steal
Ryan's home, and IADT
System set up:
Internet connection required (however it will only be a web player build placed on the drop box, playable without the internet connection)
INSTRUCTIONS:
The goal is to quickly steal the objects that are around the museum without being caught by the guards.
Stealing can be activated only when in range of the object (indicated by the red squares near the object ). Items that can be stolen have a glitter effect around them. To initiate the steal place the player navigates into the range of the object, and then must click on the object they wish to steal. When initiating a steal numbers will pop up on the screen 1, 2, and 3. The numbers indicate the combination you are attempting to use to enter the case to get the object. Entering the correct combination grants you the object, the incorrect combination sends an alert to the guards. The player has five chances to give an incorrect combination while stealing an item, upon the fifth attempt if the player misses the guards are alerted and then it is game over.
While your main goal is at the end of the level to steal, it doesn't hurt to steal other objects in the museum either. Remember the more you steal the more profit for you! However, at the same time the higher the risk of being caught!
The player is to avoid being seen by the guards, if seen the player has 5 seconds to get out of the guard's field of view or it is also a game over. The player can hide behind objects to avoid detection and exit the guard's view. If seen the player will be locked in the room until the player has left the field of view of the enemy.
WASD (or directional keys)- Move
Shift + WASD (or directional keys) - Run
Right click - Initiate steal (when in steal range), change steal combination (while steal is initiated)
Left click - attempt steal
Due Monday
For Ryan, David, and Dan.
For our upcoming playtest I want all of you to make five questions to ask for after the test. Make the questions 1-5 questions (1 being strongly disagree, 5 five being strongly agree) and any yes or no questions be sure to ask why or why not. we need as much info as we can get to plan where we want to take this game, and what needs to be fixed before finals.
After this I will make a final questionnaire to use in conjunction with the playtests that will be held wednesday with Ryan, and Dan will do his five testers on another day. During the tests don't answer any questions during play. Give them the instruction sheet before they start playing (will be provided on the blog so copy that and print it out for your tests.) and only answer questions on the controls before starting the game. Once the actual test has started no questions can be answered. During play take notes on the player's reactions and things that they do or react to during gameplay. After they are done playing the level (let them play it multiple times if they choose to do so) hand them the questionnaire. Also feel free to ask questions from your notes, such as "in the first room why did you go left instead of right? why did you run past the gem in room 2? etc." the more we know about the player experience the easier it will be to understand where we are with development.
David, keep up the good work on the coding and progress you've made in the mechanics work. Be sure to drop the latest build by Monday as well so Ryan and Dan can get the latest edition to be tested. Make sure that all the mechanics that are in there are in working condition, especially the game over function.
Remember we have only 2 more class days to work on the project, next week we will be at interfaces and unfortunately we won't be able to work on the project. So we HAVE to knock out as much as we can before then.
For our upcoming playtest I want all of you to make five questions to ask for after the test. Make the questions 1-5 questions (1 being strongly disagree, 5 five being strongly agree) and any yes or no questions be sure to ask why or why not. we need as much info as we can get to plan where we want to take this game, and what needs to be fixed before finals.
After this I will make a final questionnaire to use in conjunction with the playtests that will be held wednesday with Ryan, and Dan will do his five testers on another day. During the tests don't answer any questions during play. Give them the instruction sheet before they start playing (will be provided on the blog so copy that and print it out for your tests.) and only answer questions on the controls before starting the game. Once the actual test has started no questions can be answered. During play take notes on the player's reactions and things that they do or react to during gameplay. After they are done playing the level (let them play it multiple times if they choose to do so) hand them the questionnaire. Also feel free to ask questions from your notes, such as "in the first room why did you go left instead of right? why did you run past the gem in room 2? etc." the more we know about the player experience the easier it will be to understand where we are with development.
David, keep up the good work on the coding and progress you've made in the mechanics work. Be sure to drop the latest build by Monday as well so Ryan and Dan can get the latest edition to be tested. Make sure that all the mechanics that are in there are in working condition, especially the game over function.
Remember we have only 2 more class days to work on the project, next week we will be at interfaces and unfortunately we won't be able to work on the project. So we HAVE to knock out as much as we can before then.
Thursday, April 28, 2011
Compelted!
The Powerpoint is up and running on the Dropbox and let me know what you think and on a side note study the Powerpoint too so that way we all know what we are and have to talk about!
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