Showing posts with label Testing. Show all posts
Showing posts with label Testing. Show all posts

Thursday, 3 March 2016

UI Testing & Final UI Design

3rd Year Games Design Testers

Flamingo Ninja – Prefers central health bar
Mike – Prefers left health bar
Rhys – Prefers central health bar
Kyle – Prefers central health bar

Add orange visors to the bottom captions like ammo and damage multiplier so it stands out more and fits in with the helmet theme.

2nd Year Games Design Testers

3 Preferred central health bar as it fits the theme of having a helmet, fits the shape better.

Remove battery as it’s deceiving, makes the player think they’re losing energy and that it’s there for a reason. 

Automotive Design Testers

2 Preferred left hand side health bar as its more subtle, central one got in the way a bit more, central health bar reminded them of fighting games, mortal kombat etc… same sort of position and didn’t fit a fps as much.

Other Feedback

Fix Portal – Reset Issue
Portal only works sometimes, in the spire area it crashes and spawns player in tutorial room atop one of the crates.

Problem Solution?


Dan found out that the ui test png image we brought into the game was a solid object and was colliding with the shop which blocked certain selections, in this case, it blocked exiting the shop. The variable was just set wrong for the portal which was set from a test before which allowed the portal to only work sometimes and spawn the player back to the crate.

UI Test Video:

Here is a video of the central health bar user interface in engine, this was the chosen ui for the game, I then saved it as different components and made changes according to feedback in the following images:













Video:


Here is the final loading screens, we had the candidates choose a preferred loading screen, every person agreed on the black outlines with the ripped effects behind the image looking better, they shall be implemented alongside Karthos' health bar:







Friday, 19 February 2016

Player Testing

-Gun rotates 360 degrees

17/02/2016

Tester 1 - Alexei


  • Can go under jump obstacle
  • Enemies don't spawn correctly if you approach from the back of the portal
  • Shop buttons are still not being clicked on correctly (Tested this, can confirm it isn't fixed in 4.11 preview)
  • Sometimes enemies shoot through terrain
  • Player needs some kind of sound to alert the player of approaching enemies

Tester 2 - Daniel (Not me)


  • Faster Movement wanted
  • Dash was good
  • Maybe more than one weapon equipped at a time
  • Enemy projectiles should be faster or smaller
  • Should be more difficult
  • Enjoyed demo
  • Jump stopped working somehow (Same with Julian, no idea how to replicate this to fix it)

Tester 3 - Louis


  • Shop is hard to use (More tooltips was the idea suggested by Louis)
  • Money needs to be more clear (wot)
  • Dash mechanic is useful
  • River is hard to get out of
Tester 4 - Eleri


  • Shop is difficult to use
  • Enemies can enter the river
  • Enemies can shoot through terrain in certain situations