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Sprint 2 Menu Assets
User testing for sprint 2 was completed by three members of the studio and two external participants. A survey was conducted to ensure that the buff and debuff icons’ designs, themes, and consistency were being implemented to an acceptable standard. The procedure, results, and analysis are presented below.
Focuses: Interpretation, design.
One survey question was asked across the variety of designed icons, and the answers provided for selection were consistent across the buffs (yellow icons) and debuffs (red icons). Which of the following status effects do you think this icon would give you in-game?
- Question 1: Lightning bolt - Speed boost [buff]
Analysis: 4 of 5 participants thought that the lightning bolt would give a player a speed boost in-game. While one participant thought it would give a player extra health, this may be due to no previous exposure to the game. As the game does not have a health bar feature, users would know that a buff giving extra health is unnecessary and would not be implemented in the game. Thus, the lightning bolt proved an effective icon to give off the right interpretation of a speed boost buff.
- Question 2: Rewind button - Speed decrease [debuff]
Analysis: All participants chose the correct option for what the rewind button icon would give a player in-game. Since all participants interpreted the button as giving a speed decrease, this indicated that the icon was designed to an acceptable standard.
- Question 3: Clock - Time stop (extra time) [buff]
Analysis: All participants chose the correct option for what the clock icon would give a player in-game. Since all participants interpreted the clock providing extra time for the player, this indicated that the icon was designed to an acceptable standard.
- Question 4: Metal spring - Jump boost [buff]
Analysis: All participants chose the correct option for what the metal spring icon would give a player in-game. Since all participants interpreted the spring as giving a jump boost, this indicated that the icon was designed to an acceptable standard.
- Question 5: Lock - Player gets stuck [debuff]
Analysis: 4 of 5 participants chose the correct option, which was that the lock icon causes the player to get stuck for a certain amount of time. One participant chose the ‘speed decrease’ option, which gave a slight indication that the icon may not be as clear as the team intended it to be. However, as the majority of participants interpreted the lock debuff the correct way, and in addition, the actual debuff for a speed decrease was also designed and implemented, with all participants choosing the correct response. Thus, the icon was implemented how it was originally designed.
- Question 6: Bomb - Explosion (screen blockage) [debuff]
Analysis: All participants chose the correct option for what the bomb icon would give a player in-game. Since all participants interpreted the bomb as giving off an explosion (which would block the player’s screen and view), this indicated that the icon was designed to an acceptable standard.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
Sprint 2 - Game Audio
Sprint 2 - Character Design
Sprint 2 - Menu Assets
Sprint 2 - Interactable Design Animation
Sprint 2 - Levels 1 & 4, and Level Editor
Sprint 2 - Proposed Level 2 & 3 Designs
Sprint 2 - Current Game State
Sprint 3 - Menu Assets
Sprint 3 - Map Design
Sprint 3 - Score Display
Sprint 3 - Player Death and Spawn Animations
Sprint 3 - Pick Ups and Pause Screen
Sprint 4 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)