Playtesting
Another playtest had been conducted with Amber Turner, this was done live. Playtester had tested the game before in the earlier stages found here: [https://collaborative.myblog.arts.ac.uk/2021/05/20/experimental-development-pt-4-room-rework-visual-audio-elements-game-loop-and-playtest/].
Playtester stated the following:
- The shooting was fun and satisfying. However, not sure of the purpose of shooting.
- Expressed that they were not sure what they were doing.
- The texture change was good and did not feel any nausea.
- They were having a great time.
- Stated that the teleporter is clear to see.
- Said “Oh my god.” at the colour change.
- “Have I reached the end?”. Playtester not sure of their progress.
- “Reminds me of hell.” Upon the change of colour. Finding it difficult to navigate due to colour change.
What can be fixed:
- The shooting, while fun could be distracting in, also the gun cannot change with the colours so it can disrupt the colour change and it’s intended effect. In that case the gun and shooting mechanics could be disabled to better serve the colour change.
- Again purpose should be indicated in the text, but it could be part of the experience that the player is unsure of their purpose.
- There may need to be some way to indicate progress, the issue here is that the progression can be seen in a way that changes throughout the level. These changes are not too obvious in however, note the textures lowering their resolution as the player progresses, this change may be too subtle (Possibly change the intensity of this effect?) and there is no way of telling how far it would devolve. Then it should be considered that an on-screen UI could be implemented to affect this change.
Updates
The following changes had been made:
- Adjustments to the droning sound to intensify and change sounds the further a player progresses.
- Introduced the “screamer” object that causes spooky sounds, instantiated around the player.
- Playthrough changes have been rescheduled for better pacing, the colour changes take place later. So does the sound effects for the screamer.
- Texture changes are a touch more dramatic. (These effects are ones that pixelate and sharpen the texture images for the materials.)
- Additional playthrough gameplay changes were made as a repsonse to the last playtest. These being the disappearance of the shotgun and the gradual change in player speed to a lower speed.
- The “Overlord” creature/ghost has been implemented, this character chases the player and obscures their view.
- Small change to the PCG, rooms are instantiated with a slight tilt.
- A blank loading screen had been implemented to co-operate with Tom’s text generation.
- Caught and fixed major change where multiple levels were being detected upon reaching the slipgate.
- Commentary pick up sounds implemented.
- Hell cube ending implemented where the hell cube crushes on the player.
- Two different sounds tracks for the end had been developed. 2 was the chosen track to use.
Warning: Loud sounds
- Final level changes added including destroying all non-main rooms to show entirety of area.