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Questionnaire User Testing
snakefen edited this page Oct 4, 2022
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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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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