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Sprint 2: NPC Communication Stage 2 (Team 9)

AlynnLi edited this page Sep 13, 2022 · 3 revisions

Introduction

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

New Dialogues Between NPCs and Players

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

The Dialog Box Design

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

Code Requirement

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

Testing Plan

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

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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