Game Testing


https://docs.google.com/forms/d/e/1FAIpQLSdutPYFg8Uxz1dt8n2WWMdBJ2zjO_l6QVzxSev0...

Hello Dungeonator Followers,

Welcome to the final checkpoint devlog of assignment 5 for my game. This weeks topic is on game testing and documents what changes have been made from the feedback given by students/teachers during the testing session associated with assignment 3. 

During the Tuesday testing session, students spent 30 minutes being either a developer or tester then switching roles for the second half of the session. For the first half of the session I was chosen to be one of the developers and upload my current game and feedback form to the breakout room assigned to me. Being a developer my role was to watch people playing my game and receive feedback from them on elements of my game that I wanted them to test associated with the feedback form provided.  I was able to chat with those playing the game to see what they thought of it and what was working well and stuff that needed to be fixed or changed to make the game better and more enjoyable. For me, this was kind of an unusual experience as I'm an engineering student and haven't created or used any program/software to make games before and I didn't know how people would react to the current version of Dungeonator or if the game was going to be fun and enjoyable for others, so it was definitely an eye opener to see that those testing my game were enjoying the different aspects to the current version and has been so good to receive feedback from those people letting me know what was great about the game and constructive feedback on aspects/elements and suggestions to improve Dungeonator.

The second half of the session I spent testing other peoples games and it was a great experience to do so. Seeing the amount of effort and time time put into their games was amazing to observe and see the great artwork/elements of their games whilst playing them was nice. It was great to talk to the developers whilst testing as you could give more feedback and talk about their game more and it was a great experience. Giving people feedback on their forms helped me to understand more about the importance of feedback and how helpful others can be with providing assistance during the prototype process.

The image below shows the how to play scene as I realised whilst getting others to play my game, I wasn't very clear with what keys to use for different actions and there were too many keys being used. The title scene below shows an updated version of the player/ weapon having a shadow behind them as it gave a better feel to the screen, making it look more visually appealing.



The GIF below shows the dialogue in the beginning room being turned on and off when the player presses 'E', this was updated so it wouldn't stay on the screen the whole time and the key used to initiate the dialogue changed to the one mentioned before to cut down on the amount of keys having to be used throughout the game.


Some things to still fix from the feedback gathered is the animation when the player carries around the items/weapons so that when the arms move the item is on the correct hand/position and correct rotation, making sure that there are a good number of levels for people to enjoy and features that are easier to implement so it takes less time to implement them.

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