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Sprint 2: NPC Communication Stage 2 (Team 9)
In sprint 1, our team is also responsible for interacting with NPCs. We have completed the following tasks:
- Design the dialogue of chap1 between the player and the npc
- Preliminary completion of the code for the interaction between the npc and the player
- Do unit tests for code and user tests for player requirements
In sprint 2, our team will continue to work on the interaction between NPCs and players, and the task we expect to accomplish are as follows:
- Design chap2 and chap3 dialogue between the communication of players and npc
- Design a dialog picture that matches the style of the whole game
- construct a testing plan, do unit tests for code and do user tests for player requirements through questionnaire
Based on Team 5's Chapter outline, we started to design different branches lead to different endings according to the choices that player made. But since the whole outline is still unclear, we only made easy choices that could stop player to get clues from NPC. We simply just give stupid choices like "walk away from the NPC" for now, later we may come up a more complete idea of how to avoid player to get the clue by making wrong choices.
Additionally, we found out a problem. In the story outline, some of the events are interconnected. If the player failed in the first event, it may cause the player fail to experience the event next to it. For now we just left this problem unsolved, and simply just make the player fail to get clues from the first event (but could still experience the next connected event). In next sprint we will talk to Team 5 and fix the logical problem.
Link here: NPC Communication Play Script
In order to maintain the design consistency, when we design the dialogue box we mainly used the existing GUI design of Team 7's Eviction Menu as color palette and element references. We made round corner for each angle, and used some ocean elements as the decoration of our dialogue box. When implementing, the dialogue box may need to adjust in the future. We will keep developing it according to the functional requirements of the game.
Link here: Dialogue Box Design
In sprint 1, we designed the function that players can detect NPCs based on distance and conduct dialogues. After consultation with team7, we need to create a clue library so that other teams can use when implementing functions.
To this end, our team builds a basic requirements framework for the code, since we prefer running the clue library in the game, we also created instances to test it in the game. At the same time, in order to make the design of our dialog picture work, we also edited the preliminary plan of the graphic user interface. The link below is the content needed to implement this code work, which greatly helped our team to achieve these functions.
Link here: Code requirements in detail
In the test plan, we arranged tests in two directions:
- Code Unit Test
We tested the logic of the code at this part. It can be divided into black box testing and white box testing. First, we test according to the code abstract we wrote, which describes in detail the functions that the code needs to complete and the final results that need to be achieved. After using a function in the completed code, observe whether the expected effect can be achieved. Secondly, we conduct white-box testing through the code itself. Through the parameter types and constructors in the code, we build an instance and use the functions in the code, and finally observe whether the output is same.
- Questionnaire User Test
In order to explore players' opinions on various content designed by our team, such as game functions, the content of dialogues between npc and players, and the pictures of dialog, we made a questionnaire and planned to analyze the results.
The results of our analysis of the questionnaire is here: Questionnaire test and analyze
- 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