Total Time 26 hours
Playtesting – 6 hours
Collating Data + Issues List – 3 hours
Chain between characters – 3 hours
In Game Cutscenes – 4 hours
Fixed animation bugs – 1 hour
Fixed player difficulty – 3 hours
Changed player HUD design – 3 hours
Project Management – 2 hours
Some problems with playtesting, people came in hours early, wanted to change their times last minute.
5 Naive testers, 2 Deep play testers
Average Game Completion Time – 29 Minutes
Treachery – 5 minutes
Greed – 13 minutes
Heresy – 11 minutes
Collated all the data from the playtests, converted it to an issues list.
12 Issues found.
Turned the survey results, into graphs, mapped the graves next to previous testing periods.
Chain Between Characters
The chain was experimented through multiple ways through trial and error and multiple ways of implementation
- Creating a object
- Creating a particle effect
- Creating a cable physics object
The object was too rigid when it was an object, the particle effect wouldn’t attach to actors unless they were within the scene when the object spawned.
After trial and error, passed on to software devs to see what they could do.
Level Intro Cutscenes
Began creating cutscenes for the levels through unreals “Matinee” tool.
Changing the HUD in response to player request
Playtested through different versions of the HUD in order to determine, determined the implemented version in build was usable.
Ran through deep play testing sessions for this.
Animation bugs were occurring on lil death when certain calls were being made to reset the mesh and animation mode. This occurred on mainly the main character and the heresy frog, sometimes occurring on the projectile bear.
Reworked player stamina percentages, attack timing, timing of enemies, audio cues.
Ran through the deep playtesters, they enjoyed the implementation with the current build.