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Questionnaire User Testing

snakefen edited this page Oct 4, 2022 · 1 revision

Design process

For the preparation of the code framework to be done, we used a questionnaire to learn about the player's preference, which includes the way to accept the task, the difficulty of completing the task, the humanized setting, and optimize our logic design through the obtained results.

Result and analyze of the questionnaire

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  • This question investigates whether players would prefer to interact with NPCs or simply read a sign and go straight to a game. The data shows that players may be more willing to start the game directly without the troublesome dialogue. Therefore, in the switch game in chap1, we gave up adding an NPC character related to the switch quest, and instead used a sign to guide the player to the collection game.
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  • It can be seen from the above answers that players are more willing to interact with the map from the beginning. After encountering a task, if they have picked up the props before, they can complete the task directly, bringing a greater sense of achievement to the player. So we chose to put all the props on the map first, and players can pick up the props even if they didn't accept the quest.
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  • If players reuse the collected props, the sense of achievement and fun will be greatly reduced when playing other collection games, so we set the corresponding number of props to be deleted from the inventory after each task is completed.
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  • The data shows that players don't want to re-do the task again through dialogue, they may be more concerned about the clues after the task is completed.
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  • Players are more inclined to move near NPCs to interact with NPCs rather than clicking directly with the mouse, which has a more game atmosphere and avoids a lot of accidents. For example, players are still a certain distance from distant NPCs but have clicked on NPCs and then the dialogue pops up, but the background of the story cannot be understood because it is not in sequence with the other NPCs on the path.

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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