Saturday, May 14, 2011

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.

1 comment:

  1. 1. The lighting of the level was lit properly.
    2. The camera angle was not disorienting.
    3. I can tell when and how the enemy is detecting me.
    4. The HUD is not overwhelming.
    5. If there is anything that you would have liked to see or would have changed yourself about Voler L’amour what would you add?

    ReplyDelete