Week 4: Beta Playtesting

Development Progress

  1. What has been recently completed?
    • An introductory tutorial was added to cover the basic mechanics was added
    • Casting is now constrained by each governing resource value
    • Interaction is now more accurate and easier to use
    • Improved Earth Puzzle
    • Modifications were made to the puzzles so that they are more intuitive and understandable
      • Buttons are more distinguishable
      • Tool tips added to interactable objects
      • Water valves now animate
    • Additional assets added to the project
    • Bug fixes
  2. What each of us is currently working on:
    • Cody: 
      • Air machine
      • Additional assets and level design improvements
      • Final puzzle hints
    • Michael: 
      • Finishing the introductory tutorial
      • Making sure puzzles complete as expected and are disabled upon completion
    • Travis: 
      • Adding materials to the environment
      • Adding inanimate objects to restrict player movement and guide them through the level
  3. What features/ideas are on the backlog are to be done next?
    • Add hidden clues to understand the puzzles
    • Add Earth-affected objects
    • Add a success screen
    • Improve visibility of each puzzle when solving
    • Improve the user experience as a whole by minimizing confusion
  4. Analysis of play-testing:
    • Highlights of the play tests somewhat grouped:
      • Work on a guidance system for the player.
      • Maybe add more text with explanations because I was able to understand all the puzzles after only some explanation from the creators.
      • So hard to figure out what to do.
      • I found that there wasn’t a whole lot to go off of in terms of figuring out what I needed to do, but once I did figure it out, it was a lot of fun.
      • Last puzzle needs more guidance.
      • The end puzzle was difficult.
      • The puzzle is too hard.
      • Consider making puzzles easier?
      • Play-ability is low.
      • Add more puzzles.
      • Having more puzzles would make the game longer and more fun.
      • Needs more thematic consistency.
      • Collecting element mana is slow.
      • Make elements more important.
    • Decisions based on feedback:
      • Many people noted a lack of direction in the game. To address previous play tests and now this one, the team had already added a tutorial for movement and will be creating further tutorials for interaction and element use.
      • From the beginning we knew the final puzzle would be very difficult for the average person to solve and have had a card in our Trello for a while saying to add clues for final puzzle to the room, hiding them in things to clean. An example would be a clue hidden behind several Soot pane prefabs on a part of the main room’s walls. The team believes this will address the play test notes.
      • Based on play tests, the team has to decided to cut the number of buttons/lights on the fireplace puzzle in half to bring its complexity in line with the other element producing puzzles.
      • For play-ability, the team is looking into adjusting the physics of the player character (this is a GameObject, not the actual Unity Component) to allow for more precise movement so that it is easier for the player to position themselves in the world.
      • No more puzzles will be added both by design and time constraints.
      • More models have been created and will be added to the scene soon to better model the fantasy theme.
      • The absorption rate from element wellsprings will be increased to reduce the wait time for refilling the meters.
      • More game objects that react to elements will be added, like more soot spots, debris, cobwebs, and strewn rocks.
  5. Obstacles that are blocking development:
    • Ensuring that the experience for the user is understandable and their objectives are clear for each puzzle.
    • Finals week, work, and graduation-related functions making development time less abundant
  6. Reflection on game and process. What is working, what is not working.
    • Working: Delegation of tasks is very effective allowing us to work in parallel
    • Not Working: Breaking up tasks can be challenging when there are interactions or dependencies between different people’s work. Overall, this method has been productive and effective.

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