Cycle 3 Reflection

This semester has been a learning experience in so many ways. This course is the first real game making class that I have taken since high school so there has been a lot that was familiar and a lot that was foreign to me. Being able to write code in Visual Studio and then use it in the Unity environment was a new experience and I had experiences where it worked well for me at times and others where it wasn’t even close. I have a lot left to learn about this feature and many others in the Unity engine. I like to think I approached the learning with an open mind and worked with what I learned really well.

 

The dynamic of working in a group to design the ideas and concepts for the games was an interesting setup for me as I had never worked like this in a group. By having this group obviously communication was expected but the avenues that were available. If I had issues I could easily ask if my team mates had similar if not the exact same issues with their games and ask for help. This skill has certainly improved over the course of the semester.

 

When working on the assignments in this semester we had the group assignment aspects where we designed the games in groups and wrote documentation more individually. The most effective strategy for keeping track on what is needed and what each member has to complete for any given cycle was communicating. Talking to my group members lead me to be able to manage my time a lot more efficiently, I was able to set aside time to plan out and make my games on my own for the most part and then write the documentation or blog posts with them in the workshops I attended.

 

When working in a group the planning and working changes as other peoples grades and GPA essentially are in your hands. With this in mind when I work in a group I try and do my work ahead of time so that my group can comment and help improve things like documentation before its due so that we all get the best mark possible. Working in the classes is interesting with the tasks and having to split the work fairly, the course already organises the structure so that every member has to do all of the blog posts at some stage and so on which makes the dealing out even work very simple for us. Being honest with the group is more than just not lying to them its about respect as well. If you or a group member doesn’t respect the others it proves to be an issue and leads to work possibly being stolen, not to mention lazy writing and extremely late work uploads. The level of participation during workshops varies from week to week and studio member to member but on average everyone participates and puts in their two cents worth to help out, if there was an issue at any point the tutors are there to help in any way they can in case it is that bad. Overall working in a group is a huge benefit as the ability to get help from the people you trust and work with regularly is so powerful, it has been a good semester.

 

Alex Milne n9687157

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Play Test Report Cycle 3

To conduct the play test I had the testers play the game individually and then answer a questionnaire which has been detailed below with their answers to the questions.

 

Questions for the experienced gamer`s:

Goal 1:

Q1: Did the game run smoothly?

Q2: Was there any obvious bugs in the game where it broke or errors were encountered?

Q3: Did you find that the game performed well on your operating system?

Tester 1:

A1: Most of the aspects in the game ran smoothly, the jumping and movement seemed alright

A2: The only really obvious issue was when the player stopped walking before the animation was finished playing

A3: The game ran fine on my computers OS

 

Tester 2:

A1: The game ran well, no obvious glitches.

A2: Other than the walking animation for the player character there was no obvious errors

A3: The game ran smoothly on my operating system

 

 

 

 

 

Goal 2:

Q1: Did the player move smoothly through the level?

Q2: Was there any characters or player models that were broken, for example walked through walls or fell through the ground?

Q3: Did any parts of the map not line up and could you see out of the map?

Tester 1:

A1: The player itself ran smoothly, the movement system was effective

A2: As mentioned the walking animation was a bit broken but that was the only obvious issue

A3: The map was closed up efficiently, well designed.

 

Tester 2:

A1: The Player ran smoothly for the most part.

A2: One of the issues found was if the player jumped at the walls, they could get stuck on the walls if they tried hard enough.

A3: The map was designed alright, the diner was closed up and I could not see outside of it.

 

 

 

 

 

 

 

 

Goal 3:

Q1: Were the textures on the characters working? Did they form properly around the characters?

Q2: Did the textures on the walls, floor and roof all align correctly?

Q3: Could you not any other design flaws in the game scene itself?

Tester 1:

A1: The textures worked efficiently around the player and the customers

A2: The textures on the walls and floors wrapped nicely

A3: I could not find any other obvious issues

Tester 2:

A1: The player and customer models seemed to be mostly flawless

A2: the floors and walls did not have any errors or unaligned textures

A3: there were no really clear mistakes that I could see

 

 

Questions for the Target Audience:

Goal 1:

Q1: Did you find the game enjoyable? Why?

Q2: What about the game did you enjoy the most?

Q3: How Immersing did you find the game to be?

Tester 3:

A1: While the game is quite clearly in its adolescence it was enjoyable.

A2: The time pressure aspect made the game feel slightly more intense

A3: As mentioned before the game is still very young in development so it was not incredibly addictive however the concepts are there.

 

Tester 4:

A1: The game was sort of enjoyable, could have been better though. It seemed unfinished

A2: The ideas behind the game I liked a lot

A3: I did not find myself losing track of time or getting too addicted to the game but I can see how it might be.

 

Goal 2:

Q1: Was there any aspects of the design you thought could be changed to improve the game?

Q2: Did you think that there are any improvements that could be made for the characters design or the food design?

Q3: Do you have any other suggestions for how the design of the map and the game could be improved?

 

Tester 3:

A1: The map design itself was reasonable, maybe some more colour in the overall game though

A2: I can see how more detail in the customers could improve the game

A3: Other than the customers detail and the added colour I don’t have a lot to add

 

Tester 4:

A1: The walls could have been improved a bit and diners usually have booths not just tables

A2: The meals themselves seemed alright however the player just kept doing the walking animation sometimes

A3: The kitchen could be improved by populating it more

 

Goal 3:

Q1: Do you have any ideas to improve the gameplay?

Q2: Is there any methods to enhance the game to make it more enjoyable and immersive?

Q3: Do you have any other suggestions to help advance the game?

 

Tester 3:

A1: The game itself and the mechanics behind it were a good idea, things like more visuals and more of a challenge would be a good improvement.

A2: if the game becomes more difficult I’m sure that the level of immersion will increase.

A3: The only suggestions I have are to make the game more difficult somehow, otherwise with more development it will be a good game.

 

Tester 4:

A1: If the waiter could hold the food they are delivering it would be really cool

A2: The game itself seemed a bit easy and you could deliver to the same table over and over so maybe have cooldown timers

A3: Make the game harder is the only improvement I have.

 

Overall analysis:

After having the play testers report back it seems very clear that because the game is still in very early development it has suffered however it is also clear that the play testers thought the concept behind the game was good. They provided constructive feedback on how to improve the games base mechanical aspects and the design involved on the outer layer of the game. After completing this playtest there is a lot left to work on but there is a very clear direction from here.

Cycle 3 Game Objects and Rules

Task 1:

Physics

 

Economy Progression Tactical maneuvering Social interaction
Walking around the diner (movement)

 

Paid for each meal delivered

 

Same map layout but more difficult time restraint Movement through the level to prevent dropping meals Character communicating with customers
Items flying at the player

 

More meals delivered the  more money will be made More difficult score goal to achieve Movement through the levels to prevent being hit and being penalized  
Gravity physics for the players jumping and the items that fly through the air. Have a minimum amount of money that must be earnt to continue to the next level. Multiple levels to represent the difficulty increasing  

5 player stories with these mechanics related to them:

1: player story 2(As a waiter I want to serve customers as quickly as possible to make the most money.) is relevant to the economy mechanics as the player earns money for serving food.

2: Player story 4( As a waiter i want to avoid any obstacles in the diner so I don’t drop the food.) references the gravity involved with the player moving and jumping around obstacles and projectiles or objects flying at them.

3: Player story 7(As a player I want to keep money above the cost of living amount to keep the game going for longer.) relates to economy once again as the game relies on the minimum savings bracket to continue the game.

4: Player story 8(As a waiter I want to i want to serve customers before they leave or become displeased) is linked to social interaction as it is important the customers do not leave and therefore cause the player to lose money overall.

5: Player story 1(As a waiter I want to remember a customers order so I can give them the right meal) references a number of the game mechanics including social interaction and economy. If the customer gets the wrong order and does not pay a tip then the player does not earn money to save for the minimum they are trying to achieve for the next round.

 

Task 2:

The player object. The player moves with the arrow keys or WASD and possibly space bar to jump or control to duck, the player can also interact with customers by standing close to their table/ using an interact button. The player only interacts with the diner when collecting orders as they will be picking up the meals from a bar area for example and then taking it to a table. The player will be able to move around the diner and will interact with the world by standing around the tables for customers to order and deliver them once picking them up from the bar. They will also have to weave and dodge around the obstacles that may prevent them from being able to do their primary job.

 

Customers both the ones walking into the diner and others sitting at tables. Customers will enter the diner and sit down at a table but they will not be interactable until they have sat down at a table. They will be able to do all of this independently of the player. The player can interact with the customers once they have sat down at a table, the player will have to stand at the occupied table and wait for a speech bubble with a meal to appear which signifies the customers order. It is then the players job to fetch that meal or drink and deliver it to the customer. The customers will interact with the food delivered by the player and will also interact with the diner as they walk into it and will be sitting at tables waiting for their service and orders. When a customer is delivered the wrong meal they will not give the player a tip which is the aim of the game, receiving tips. Alternatively if the player delivers the right order to a customer they will be rewarded with a tip.

 

Obstacles on the floor of the diner and possibly from the roof (air conditioning vents and stuff). The obstacles on the floor and the roof will randomly spawn each time a round or game is started but otherwise they will not be able to move. These items if interacted with are able to set the player back similar to losing lives or money as they are obstacles for the player to avoid. When the player interacts with the obstacles on the floor/roof they are impacted by dropping a meal and losing money or in another in game set-back which hinders their future profit in some way. The player can avoid these objects by jumping over spills or not hitting them in general. The obstacles will not interact with any other attributes than the player, customers will not be affected by them nor will the diner itself or the flying objects. When a player runs into an obstacle on the floor or roof when holding a meal they drop the meal and have to pay for the new one with their tip money. If they successfully avoid the obstacles they keep their hard earned money.

 

Flying objects, possibly plates and milkshake glasses for example. Flying objects will spawn mostly at random and move at a slow pace for the player to react to them. If interacted with similarly the floor and roof obstacles they can set the player back with an in game currency or life system. When the player interacts with the flying objects it affects them similarly to the obstacles in the sense it sets the player back. The player can also avoid these objects by jumping or ducking from them. The flying obstacles will not interact with any other attributes than the player, customers will not be affected by them nor will the diner itself or the obstacles. When a flying object hits a player or a player runs into a flying object when holding an order they will drop or ruin the order which leads to them needing to pay for a new one with their tip money. If the manage to avoid all of the objects they will not lose any of their money.

 

Task 3:

Objects Object Purpose Object Attributes Relationship to Other Objects Rules, Events and Effects
Player

 

Rush around and deliver meals to hungry customers Moves with key inputs and collects orders and deliver them Doesn’t directly interact with any customers but can be hit by obstacles and objects. Cant leave the map/diner, loses currency if obstacle is run into or hit by objects
Obstacles

 

Stationary obstacle for player to run into Spawns randomly at the beginning of each round/ game Does not impact or interact with other objects. If the player runs into the obstacles while holding a meal they drop the meal and pay for a new one or set back in the game in another manner.
Flying Objects Fly towards the character across the screen to try and hit the player Spawns randomly and then flies towards the character at a fixed rate. Does not interact with other objects. If the player is hit by a flying object while holding a meal they drop the meal and pay for a new one or are set back in another manner.
Diner and meals

 

Diner used as a background, meal is too be transported from the bar to a table Doesn’t move by itself, only meals move when the player picks it up Diner doesn’t interact with player or customers, the meals are only transported by the player to the customers table The player cannot leave the diner but the rules surrounding the meals and diner are pretty simple.
Customers Customers enter the diner and move to an empty table to order a meal all by themselves Walks a path to a table and orders a meal, finishes meal and maybe leaves the diner. The Customers interact with the diner by entering it and sitting down in booths. They order meals and consume them The customers cannot be run into with the player, they are not impacted by flying objects or obstacles. They order food and if delivered the wrong item they do not tip.

Play Test Report

For the play testing I conducted one play test with three play testers of different backgrounds to get a better widespread of data.

Visual notes:

After watching the players test the game and observing their reactions first hand I learned a lot from that alone. The map design was clearly pleasing to the testers as well as the colour schemes. The common feedback was that more could be done to improve the shooting mechanics and the animation behind the wolves movement.

Possible future implementation suggestions:

Regularly voiced feedback to playing the game was implementing sounds to the game which was considered but found to be very difficult unfortunately. All of the players commented on the game exiting as soon as the player dies and not having a function to hold a players score in a scoreboard.

 

Survey Questions:

1: How does the player movement scheme feel? Is it simple to use?

2: How difficult is it to play? Do the Enemies move too quickly and are they too difficult to hit?

3:Was the scoring system fair? Should players be rewarded more/less for certain achievements?

4:What felt like you missed in this game? Sound effects or increasing difficulty?

5:Does the game bore you after a while? Should the difficulty increase?

 

Play tester 1 answers:

1: How does the player movement scheme feel? Is it simple to use?

A: The character moves smoothly and was simple to use. I figured it out after my first play through

2: How difficult is it to play? Do the Enemies move too quickly and are they too difficult to hit?

A: The Games difficulty was not an issue to begin with. The enemies do present a challenge when trying to hit them but that adds to the enjoyment.

3:Was the scoring system fair? Should players be rewarded more/less for certain achievements?

A: The score system works well, however more detail could be put into it to reflect a real hunters cash out from a successful hunting trip

4:What felt like you missed in this game? Sound effects or increasing difficulty?

A:Game sounds could be implemented but isn’t a necessity as well as a walking or running dynamic for the wolves so it looks better.

5:Does the game bore you after a while?

A: the game doesn’t bore me to the point of sleep but if the difficulty changed or something along those lines changed the game could be more exciting.

Play tester 2 answers:

1: How does the player movement scheme feel? Is it simple to use?

A: The character movement is clean and easy to use.

2: How difficult is it to play? Do the Enemies move too quickly and are they too difficult to hit?

A: The game difficulty was nice for my level of ability. They do not move too quickly towards me and when I shoot at them I usually hit so I enjoyed it.

3:Was the scoring system fair? Should players be rewarded more/less for certain achievements?

A: The scoring system was fair and I don’t see how it could improve

4:What felt like you missed in this game? Sound effects or increasing difficulty?

A:If game sound was included I wouldn’t complain as it would be an improvement, specifically around the waterfall area and maybe growling from the wolves when they get close. The game difficulty does not need to be changed.

5:Does the game bore you after a while?

A: The game was very entertaining I found so not as such.

 

Play tester 3 answers:

1: How does the player movement scheme feel? Is it simple to use?

A: The way the player moves around the screen is wonderful and easy to use. The crosshair is a nice shape and colour for the contrast on the map.

2: How difficult is it to play? Do the Enemies move too quickly and are they too difficult to hit?

A: The game difficulty was a bit tough when I started but eventually it evened out

3:Was the scoring system fair? Should players be rewarded more/less for certain achievements?

A: The player is rewarded the right amount for the level of effort it takes to find and hunt those wolves

4:What felt like you missed in this game? Sound effects or increasing difficulty?

A: The game felt rather complete to me, sound would change the dynamic a bit but increasing difficulty isn’t required. Animation for the wolves would be a nice improvement as well.

5:Does the game bore you after a while?

A: I did not get bored playing this game, I was immersed for a little bit in this game.

 

Feedback:

The most common feedback from the play testers was that the game was at a reasonable standard where it is now but if it was to be improved it would take a lot of time to do so. The sounds included with for different parts of the environment and with the wildlife like growling with the wolves. Animation for the wolves was also mentioned frequently.

Reflection Cycle 2

After completing this cycle and having used Unity for 2 months or so now I learn`t a lot. The way the environment functions, the interactivity with scripting is mostly new to me as I have never used Unity before. I have in the past used Unreal Engine to create assignments or other projects for school but the flexibility and the options are nowhere near that of Unity. Prior to this cycle I had a range of knowledge with terrain tools and static meshes/prefabs in these sorts of programs. I was however introduced to the UI and the large range tools behind it. Being able to use a canvas alone to create enemy counters and show a health bar exceed what I had been taught previously and I appreciate the opportunity to work with the unity environment with the guidance of the tutors at QUT.

The other members in my group are studying the Software Technology and Game Design Majors which is exciting as I don’t know any Game Design majors however being a software technology student myself I have a vast understanding of the course so far and didn’t learn a great deal on that front. It is evident how students that work in the different majors naturally fill roles in the studio group. The way the other students think and the ideas they formulate are always different in one way or another as the semester goes on.

When I was working on the assignment I was pressed for time during the course of the assignment with other assignments in my other subjects so I struggled to implement anything that was specifically me into the game. While I may not have made any structures in blender or textures in Photoshop I was quite proud of the way I used the tools provided to me. The asset store had all the items I needed at the time for me to create the map I wanted in my image. The terrain was generated to a standard but the waterfall was my proudest achievement regardless of how simple it really is and how easily it could still be improved with more time. I would have liked to get the sound of water crashing down around the waterfall area for more effect and the implementation of the sound water makes when flowing down a stream after that. Those small improvements would have greatly improved the waterfall area and increased a players level of immersion.

For the case of my first person experience the recent event was a law change for hunters in Alaska therefore the complications and chances of this game having a bad impact on a player is low however had a game that was more related to recent world and political events been made that would definitely have caused ethical issues and would have raised attention for the wrong reasons.

Alex Milne n9687157