Cycle 2 Player Stories

These player stories are based off our PX goals and design decisions made by the team.

  1. As a player I want to kill enemies so I will shoot the wolves.
  2. As a player I want to stay undetected so I will keep my distance from the wolves.
  3. As a player I want to kill the wolves in a single shot, so I will aim for their head.
  4. As a player I want to gain points so I will go and collect the bodies of dead wolves.
  5. As a player I want to be able to collect more bodies so I will drop them at my base camp when my inventory is full.
  6. As a player I don’t want to be killed so I will target enemies charging for me first.
  7. As a player I don’t want to be detected so I will crouch down and move slowly to make less noise.
  8. As a player I don’t want to be swarmed by wolves so I will target lone wolves or target packs at a great range.
  9. As a player I don’t want to run out of ammo, so I will restock at base camp regularly.
  10. As a player I don’t want to be caught by surprise by wolves so I will always try to keep my gun fully loaded.
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Cycle 2 Contribution Post

This is a list of assets I used in my cycle 2 game:

ground textures: https://www.assetstore.unity3d.com/en/#!/content/54630

gun: https://www.assetstore.unity3d.com/en/#!/content/70908

trees: https://www.assetstore.unity3d.com/en/#!/content/18955

wolf: Was paid for and provided by Aiden Fuller.

Cycle 2 Reflection

I had trouble with this cycle, this was both due to my time management skills and anxiety. My coding skills were still matched well, but I ran into road bumps which stopped me for a while. I learned that sometimes if features are not working the way you intended and trying to find fixes for them are taking too much time, they just need to be cut or changed. This was done with the majority of the game to the point where it is fundamentally a different game. The bullet drop mechanic wasn’t working and fixes for it brought up new problems so they just had to be hit-scan bullets. The game did not have a foreseeable end as defined by the game design decided on so I made it that once you’ve killed all the wolves you win. I’ve also learned that I need to prioritise getting started early so as not to find I’ve run out of time. Double checking due dates is also important, so that I am not under the impression that I have an extra week under my belt and then start panicking when I realise I don’t. So being stuck on a mechanic and a sudden deadline shift can cause for quite a bit of anxiety.

I did not learn anything about other roles in the process of making this game because my communication skills are terrible.

The most satisfying thing I think I implemented is probably the headshots. There’s not much feedback, but downing an enemy with a single well placed shot is always satisfying. That plus the gun’s shooting and reloading sounds, give the shooting a good feel.

I think that there are a lot of ethical issues with making a first person game based on recent events. There are a lot of bad things going on in the world for a lot of people and picking a recent event that could hit too close to home for some people would be a bad idea. For example one of my game ideas was to be a reporter in the middle of a mass shooting trying to get footage. This would definitely hit too close to home for some people and I was probably making the idea a bit too edgy to make it seem cooler than the rest. Another problem is that first person game usually involve killing people or things and that could also be exploitative if you are killing people based on a recent tragic event.

Cycle 2 Playtest Plan

this playtest plan was  made based off the playtests of the other members.

Session Goals Participants Method How to analyse
Number Who Overall approach What to measure  
G1: level of player engagement and fun 3 Confidants Play Testers will play the game individually and will talk out loud while they play. They will be asked questions about their enjoyment of the game after. Notes will be taken from both steps Self-reported enjoyment and understanding of the game mechanics On completion the play tester will be interviewed with 5 questions:

1.    How does the movement scheme feel?

2.    Are the enemies to hard or easy to hit?

3.    Was the scoring system fair?

4.    What felt like it was missing?

5.    Would the game bore you after a while?

Notes will be taken on the answers of participants. Looking for patterns in responses to find issues
G2: If gun feedback makes sense and if player can notice bullet drop Ability to play the game with competence Gameplay observations and out loud talk How well the player does and identify problems that players express out loud
G3: if the wolves are fun to track and fight