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Achievement System
At present, the achievement section is mainly divided into two parts:
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The content achieved by the user's behavior and operation during the game, such as how many items or clues the user collected. Behavior that is proactively performed by the user.
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The other is the system, such as the user completes a task in a short period of time, or ends the holding of a map, thus triggering the achievement.
For the achievements, there was a relevant discussion in the group, based on the content of the original plot introduction, the brain storm meeting in the group determined the direction of our achievement type, and the type described above was the main starting point for the relevant questionnaire survey, which clearly defined which types are suitable for the project game and can bring the user a sense of honor.
In the first sprint, the team will complete achievements related to collecting items due to the work content of the other groups. Here's what we did with our users.
After we determined that we could complete the survey of the achievement design app on the market, the group quickly conducted a survey of the achievement design app on the market, and looked for relevant achievement design references to help our design students carry out the preliminary stage of selection and design.
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack