Posted November 06, 2024 by AlexRutishauser
Hello Everyone and Welcome Back!
This is Alex Rutishauser here again giving you an update on week 4 of development for Deadshot!
Goals for the team this past week:
Which of these Goals have been accomplished by the team?
What are the team's goals for next week?
What have you accomplished this past week?
What will you accomplish by next week?
What Will you need to learn to accomplish these goals?
Playtesting Report for this Week:
What were you playtesting?
We were playtesting our movement mechanics (wall jumping and such) and seeing how players felt about some of the changes we made.
What did you want to learn through this playtest?
I wanted to learn if movement felt fluid for players and if the wall jump replacement we created would work for our game.
Who were your playtesters? Do they represent your target audience?
Our playtesters consisted of our classmates, which is not directly our target audience but it could be for an audience like them.
What did you observe? What did you see when they were playing? Did they interact the way you expected?
We observed that players didn't have too much difficulty moving around which was good to see. We saw they struggled with understanding how the new implementation for wall jumping works. They interacted in the way I expected them to since I felt that the new method I did for wall jumping was not perfect by any means.
What questions did you ask your playtesters after they played the game?
We asked simple questions such as how did movement feel and if there was anything we should add to the game that'll make it better. We also asked if double jumping would benefit our game which some players responded that it wouldn't be a bad idea considering the game is all about how you move and navigate, so depending how development goes we might be able to add it before launch.
What feedback did you receive from your players?
We heard from players about animation being wonky in addition to wall jumping not feeling like "wall jumping" but they enjoyed other aspects such as our shooting mechanic and how the character and camera move along together smoothly. The only thing players wished for is a proper level to test out movement and how it'll feel in a real gameplay scenario.
What, if anything, will you do with that feedback? Did you learn anything?
We will review the feedback and see how we feel about it and how to implement changes if needed in a way that'll make sense for our game. I learned that in order to get better feedback about our game, we need a test level to see what works and what doesn't.