Week 8 Deliverables

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

 


Playtesting

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Some problems with playtesting, people came in hours early, wanted to change their times last minute.

Sessions

5 Naive testers, 2 Deep play testers

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Game Times

Average Game Completion Time – 29 Minutes

Treachery – 5 minutes

Greed – 13 minutes

Heresy – 11 minutes


Collating Data

Collated all the data from the playtests, converted it to an issues list.

12 Issues found.

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Turned the survey results, into graphs, mapped the graves next to previous testing periods.

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Chain Between Characters

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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

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Began creating cutscenes for the levels through unreals “Matinee” tool.

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HUD Design

Changing the HUD in response to player request

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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

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.

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Player Difficulty

Reworked player stamina percentages, attack timing, timing of enemies, audio cues.

Ran through the deep playtesters, they enjoyed the implementation with the current build.

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Project Management

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