So now that the rifle mechanic works as intended, I have come up with a quick game that will be used to playtest the rifle and records their score. This blog post goes over the three levels used for my playtesting, the intro scene and score scene, and why they are all useful.


Instructions Scene

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Fig 1: Instruction page for players to read

The instruction page is for players to read through to understand what the idea of the game is, how to play and what they will face. I want to make sure those playtesting know what I intend to do with this game hence with the two top paragraphs, especially if someone played who I haven’t had the chance to speak to about it.


level one – Testing Stage

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Fig 2: Picture of the first level for playtesting

The first level is specifically designed for players to get use to the controls and how to play the game. The objective is to hit the three targets. There are no time limits or lose conditions, just the player needs to hit the targets to continue. Players have a small area to move about in, but cannot move towards the targets.

The first level acts as a tutorial for players by a method called ‘A contextual lesson’ (Suddaby, 2012) where players are shown how to play while ingame. Specifically, the text prompts for the reload sequence helps remind players what button they need to press next in case they forget.


Level Two – Timed stage

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Fig 3: Picture of the start of the second level

Level two acts similar to level one, requiring the player to hit all the targets. However there are two obvious changes to the level:

  • The players have 60 seconds to hit all targets
  • The player starts facing a wall.

The timer is to record how fast players can hit all the targets to see how well they can cope with being timed on reloading and shooting. The wall has been placed specifically to force the player to have to move around the wall, causing them to shift their hand to the movement keys. This is for me to see how they cope with attempting to juggle between moving, shooting and reloading as they cannot do all three at the same time.

If players fail to shoot all the targets in the time available, then the player will still continue onto the next level with a time of 0.


Level three – Endless Stage

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Fig 4: Picture of the last stage for playtesting

The final stage works differently from the last two. The objective is still the same, but there are different changes made:

  • The targets now head towards the player, getting faster every certain amount of time that passes. If they hit the back wall then the level is over.
  • The timer will count up to show how long the player has played the level for
  • Targets will disappear when shot, this is to prevent a buildup of targets across the map.
  • Targets spawn at a random point at the back of the map

The aim of this level is to test players’ reaction speed to shooting moving targets while reloading in-between shots, as well as how they cope with dealing with the pressure of having to hit the targets or else they will end the level.

This is a very important level as this is what I feel will help me determine how engaged players are when using the rifle, as it is either they can’t physically reload and shoot the target quick enough before it ends the game, or they have decided to stop the game deliberately. The questionnaire I will be designing for them to fill out will reflect which of the two reasons players finished the final level.


Score scene

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Fig 5: Score screen showing important information

The score screen is for showing information for each of the levels:

  • The total targets hit shows how many targets the player hit in total of the game, including the three on the first level. This will tell me how many targets the player hit in total and gives me a rough idea as to how many times they would have needed to reload (if every shot hit a target).
  • The “time taken for all 10 targets to get hit in level 2” tells me how quick the player hit all the targets (or if they didn’t manage to hit them all in time). I have made sure 60 seconds is enough time to complete the level without needing to rush.
  • The “Total time spent on level 3” Shows how long the player lasted on the final level before a target reached the back. This will tell me how long players have lasted the level before either stopping physically or being unable to hit a target in time.

Unfortunately this will only show the players current results rather than a highscore table to compare on as I don’t feel a highscore table is necessary for my dissertation. However I would like to use the results for when I analyse the results from feedback.to see if there is any correlation to how well a player does and to what the put on the questionnaire.


What Next?

Now that the game is ready I have made an EXE file that I will use for people to playtest on. I will need to make a questionnaire which players will fill out after the game (which I will use my last blog post on playtesting and iterations for inspiration towards it). Then I will be ready to begin playtesting.


References

Rydar, (2011). Uncharted 3 Gameplay – Part 1 ( NO Commentary/Commercials) Walkthrough. [online] YouTube. Available at: https://www.youtube.com/watch?v=p3hlzld3Ab8&ab_channel=RydarGames [Accessed 4 Mar. 2017].

Suddaby, P. (2012). The Many Ways to Show the Player How It’s Done With In-Game Tutorials. [online] Game Development Envato Tuts+. Available at: https://gamedevelopment.tutsplus.com/tutorials/the-many-ways-to-show-the-player-how-its-done-with-in-game-tutorials–gamedev-400 [Accessed 4 Mar. 2017].

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