Showing posts with label playtesting. Show all posts
Showing posts with label playtesting. Show all posts

Thursday, November 7, 2013

11/7 Class Feedback

Today we presented our week 7 scrum. Overall feedback was positive and we've made some great progress. Things we need to work on over the next few weeks are implementing sound effects, getting animations in, and texturing the world and objects.

A lot of players seemed to be confused about what exactly the generator was, and they had trouble figuring out what to do once getting out of the intro room.

We also need to figure out a way to convey to the player that the monster should not be shot, and can't be killed. While most people figured this out on their own, most players attacked it first.

We also need to work on the alien's vision distance. Right now, in the dark, he can see you from very far away. Originally, we wanted the monster to be pretty blind in the pitch black parts of the game, and it would only find you if it bumped into you in the dark. However, he'd have no problem seeing you from a distance if you were standing in light.

We need to polish up these aspects of the game, but so far so good.

Wednesday, October 23, 2013

Playtesting v1.0

In preparation for the upcoming weeks of playtesting, an initial playtest survey has been created and can be found here:

The Unseen Playtesting Survey

This survey focuses mostly on environmental variables and general mechanics, so that we can determine the best setting for each variable. Later surveys will focus more on actual gameplay.

This week, each member will be taking the survey themselves, as well as giving the survey to at least one other person.