Project Outcome
The outcome of the project had achieved the aims as outlined in the Development log part 5: https://collaborative.myblog.arts.ac.uk/2021/09/24/fmp-limbs-of-the-sneaky-dead-pt-5-prototypes-for-menus-coop-joining-and-input-system/. The GDPs were implemented, however this could have been improved. Specifically concerning both the Emergent Customization Challenges and Customization Generated Components GDPs. I would change my approach to playtesting as a cooperative game proved to be a challenge to playtest. There were also instances where the project had to be reduced in scope, this was due to implementing new systems and features. Overall, the game produced still achieved my aims to an extent and it does provide a cooperative experience where customization has meaningful consequences.
Video playthrough of FMP
UI and menus
The inital menus work well enough to communicate what the player is customizing as well as what the other player’s choices are. This was possible because the game was developed as a local cooperative game where all players look at the same screen, as such various UI and visual elements were implemented to clarify which player was controlling which set of options, as well as responding with feedback upon selection.
Prototyping the menus proved to be crucial in identifying any confusing language, unclear visual elements like button selection. This was improved upon over time by receiving and playtesting the menus. However, some of the elements of the final menu can still be confusing. Red is used as a possible colour to represent a player, green is used for general menu text as shown above. This is an accessibility issue which should be considered in future projects, this would certainly need to be replaced with a colour that is distinct enough for those affected by Protonopia.
This also highlights a crucial element that is missing from the menu, another addition that could be made is adding an options menu where players can adjust the settings of the game. Some playtesters have commented that the font used could be unclear to some players. Players have also commented how sound effects and music can be loud, there is no way to adjust volume or mute sounds. These issues could be solved with such an options menu to adjust settings.
The thesis research helped inform the requirements of these menus and the UI. It was crucial that players understood what the other’s customization choices were, as such, separate menus for each player were implemented to clarify each player choice. This also fulfilled the Customization Choice Provision GDP, as it communicates to all other players what each individual player choices are.
In a future approach to implementing menus, I would consider creating a menu with modularity. This meaning a menu system that can be easily modified and compensate for different options and layouts. This is because throughout development, scope was reduced and different options were put in place. This meant a lot of time was spent rearranging and adding different options to the menu.
Tutorialisation
Before a playtesting session began, playtesters needed to be instructed on how the controls worked as it was not intuitive nor were there any in-game explanations for controls. As such a tutorial was necessary. My previous research in fighting game tutorials highligthed how clear instructions were useful for novel game controls such as the limb controls for the FMP as well as making use of feedback to confirm successful attempts. The tutorial was made with these requirements in mind. However, the tutorial was left as one of the later elements to implement as different controls and mechanics were still being tested and used. Then the tutorial suffered as there was not much time to playtest the tutorial. Then a future approach would involve playtesting the tutorial much earlier or to create a prototype that can still be changed.
The tutorial was effetive as it explains exactly what players need to do, this was achieved by using spoken voice lines, unique font colours to distinguish actions and feedback. In this sense, the tutorial worked well as it communicated all the different possible controls that the player needs to use, it also grants context for some controls. For example, when asking players to press shoulder buttons to magnetise objects, two magnetic objects are spawned next to the player to engage that mechanic. The tutorial also took place in an area that was locked off from the rest of the level. This was a practical decision to ensure players attempted the different controls.
Green text for instructions. Verbal feedback for successful input.
However, there are some mechanics that are not made explicit to the player, for example, the arms are able to grab on to some surfaces and objects. This was excluded as none of the challenges require this mechanic to be used. What is most crucial to the tutorial is a chance for players to practice controls, this was partly implemented with the magnets being spawned for one instruction. However, this could be improved further by adding additional objects or gameplay elements in the tutorial area that allows the player to practice their controls like smashing arms or manipulating the limbs. The nature of the controls themselves could be better explained as well as they are overall non-inutitive.
Controls
While being non-intuitive, the controls were suitable for the project as playtesters were able to complete the game. However, because it was non-inutitive, the tutorial had to resort to using text instructions which for some players found to be tedious and compromised the overall experience.
Sound effects and on screen UI elements are used to reflect which limb and action are being performed at the time.
The controls could be improved by adding additional feedback elements, like subtle particle effects.
Further options for development would also include efforts to allow players to customise the controls and button mapping. This is because multiple playtesters had commented on how they feel that certain buttons should be somewhere else or that they felt other buttons would be more comfortable for certain actions.
The GDP Emergent Customization Challenges, can be considered to be implemented here due to the fact that one or two players can play, then the controls needed to support these different cases. While the one player can control all limbs separately, two players need to coordinate in order to overcome some gameplay challenges. As such this provided unique challenges based on their different abilities associated with each limb.
The implementation of these controls was difficult, Unity’s new input System was used to handle multiple player inputs. This was necessary for local cooperative gameplay, however the Input System was still quite new and not a lot of resources for it were available yet and there were still some bugs with it. As such in future projects, alternatives may need to be researched before comitting to one system. This is especially true for games that feature local cooperative capability,
Cooperative gameplay
The Cooperative aspects of the game, while implemented well, is unbalanced. That is the player controlling the legs has more to do during gameplay as they are tasked with navigating the level and moving the entire body, while the player controlling the arms needs to wait for the player to arrive at the necessary objects to interact with. This could be fixed in the future by allowing extensive options, like changing the limbs they wish to use. Currently players can either choose to play as either arms, legs or both. Playtesters have offered different ideas, where players can choose to play one arm and leg each, if this were the case it would solve the above problem.
However, this would change the manner of obstacles, as they were designed around how the cooperative gameplay and controls work. This meaning that certain obstacles would be extremely difficult for such a split approach. As such, in future projects similar to this, an approach where the obstacles are first considered may be worthy to attempt, instead of building the obstacles around the controls. This would add constraints to the customization choices, which was later found to be necessary as time was spent in developing and prototyping different types of limbs, but the existing obstacles were not designed for such limb types, so they were removed from the project (Different limb types can be found here: https://collaborative.myblog.arts.ac.uk/2021/09/24/fmp-limbs-of-the-sneaky-dead-pt-5-prototypes-for-menus-coop-joining-and-input-system/).
Visual and aural direction
The overall aesthetics of the game was well implemented, this was because a case study (found here: https://collaborative.myblog.arts.ac.uk/2021/09/29/fmp-limbs-of-the-sneaky-dead-pt-6-testing-ui-gameplay-and-researching-aesthetics/) was conducted to inform such decisions. The textures and colours used in the in-game objects and UI, made it clear what was happening during gameplay, there were also used to as instances for feedback adn feedforward. For example, magnetic objects that were in-range, glowing particle effects on the closest hand. This showed clearly if they player could magnetise such objects.

However, lighting could be improved. Because of the overall visual direction of the game was inspired by classic pulpy horro films, as such there was an emphasis on shadows and darkening the overall look of the game. This led to issues where players found it difficult to distinguish some surfaces. Some lighting was introduced to remedy this, but the Unity’s Universal Render Pipeline was used which limited lights on surfaces. This created some lighting issues. Therefore, in future projects, pipelines and other graphical components should be considered first before comitting to one for the rest of the project.
A lot of the visual and aural elements were self-produced, this ensured an overall cohesive aesthetic. However, because some systems and mechanics were left out of the final build, some textures and models that were already produced were not used because of these changes. Then in future projects, the visuals may need to be implemented after the main mechanics and features are implemented.
Conclusion
The project satisfied the aims outlined, the GDPs were implemented in such a cooperative game. However, there is still room to add additional features to enforce these GDPs. The cooperative gameplay, while functional, could be better balanced as stated before. This did help achieve my second aim in exploring cooperative gameplay, The mechanics and controls are novel enough to be engaging themselves , multiple playtesters have expressed engagement and joy when simply moving the body and limbs.
Some elements could be implemented in the future like addtional limb types as originally intended. Doing so would require unique obstacles to challenge those limb types, and so would further the Unique Challenges GDP. My main change to my approach to this project would be to examine and compare solutions to game design problems encountered, this would give me a better understanding of the solutions implemented and a chance to consider how they would affect the other elements of the game.