With the end of the semester I wanted to review each of my projects for the ends of the modules, starting with the street scene.
I was extremely proud of the final product that I had produced through many hours of modelling, lighting, designing and implementing sound design for the audio aspect. The demo session held also offered even more feedback and in the end there were only a few bugs with very positive views on my scene.
Primarily, of the five reviews, four of the testers thought my user experience was implemented effectively, and they all enjoyed the sound of the world as well as the immersive feel of the game.
For my scene the narration text size was mostly the biggest issue with my scene. I use a 32″ TV as my main monitor and on that the text seemed fine. However, clearly, I did not do thorough enough testing and it is difficult to test yourself when you have to try to think like other users. The idea of the narration was to add to the game’s story, without detracting from the visual and audial details that I had implemented. Despite my intent, the text did precisely the opposite, requiring the users to focus on the tiny text rather than the visual spectacle that I feel my project had become. It was supposed to inform the player with a back story and rationale for the existence of the world and place I had created. It was also rather tongue-in-cheek, in that it not only said what the player was doing after doing it, but also indicating where to go. I could have explored this further by having a characters’ voice like a grand old wizard – similar to the butler ‘Jasper’ who John Cleese voiced in Fable 3. This would have really brought to life the text and meant the player could focus on the visuals of the game because – as pointed out by my lecturer – humans can far more easily listen to two things than watch two things simultaneously.
I also had an issue with making sure the players knew where to go and what to do. Despite planning and research, it became difficult to foresee where a player might explore, choosing not to follow the set path and instead look at something else. This became a problem, if the player activated a trigger for text that was further down the story than the next text should be, followed returning to the next trigger point and being confused by the information they were receiving. Since the review session, I have designed solution to have a game object that contains the necessary colliders to be triggered and that only are able to be activated once the previous text has been displayed. This, hopefully, would remove any ordering issues and mean the player only gets to continue the story text once they have gone the correct way.
Lastly, upon receiving the task I should have given the players a further visual indication of their task. I should have: implemented a task bar with a checklist of their progress and a visual/audial cue of a crystal that hadn’t been cleansed along with a cleansing counterpart. This would have made the interactable a lot easier to understand – another oversight when testing on your own.
Things I would improve (and plan to):
- Visual/audio cues on the crystal cleansing
- With a checklist of tasks and different visuals when not cleansed
- Narration text size
- Also to add actual narration too
- Scene borders
- To prevent players escaping the world
- House model improvements
- I was only able to implement one of the new house models due to time constraints
- House window materials
- Not glowy or reflective enough
- Crystal material
- Adding a see-through outer sides, becoming more solid towards the centre, allowing light through and interesting effects
- Extensive testing
- on things like border and object colliders
- Filling the world
- add more props, environmental assets, tools, tasks, buildings, interactable objects and game play
Finally, here are some images from throughout the project and I will hopefully be uploading this to Itch in order to build up more of a developer profile. YouTube playthrough of final assessed build.