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Development Videos

Over the course of development I have recorded all of my work and in-engine development, in order to evidence my progression throughout this project. I have included several links below to YouTube playlists and videos showcasing my development in timeline order from start to finish. For this project I decided to create these playlists and embed them here instead of adding every individual video because this project was longer than the previous and so I would have a page just full of videos, and this method creates a more clean and well structured view for the videos in timeline order. 

Playtest Feedback

Following a playtest session, I was able to gather a range of feedback and improvements related to both bugs in the game and the AI movement available. I will read through all of this feedback and evaluate this below in order to evaluate what changes and improvements I will adopt in this project.

The first question of the survey was a general question that asked what elements of the gameplay the player liked, this question opened up the survey by getting a clear and positive look at the game and the positive elements within it. The responses from this question were positive overall and the main areas that people picked up on that they felt were good points to the gameplay were: the clear, clean and well designed UI and HUD system, the ambience and overall well-designed atmosphere and also the ability to collect keys in order to progress through the level. I was very pleased with this feedback as this shows that I have met my target audience that are 16-18 year olds as most of the feedback givers were of this age.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The second question of the survey was yet again a very open question, I intentionally wanted an open response because I wanted to gather a wider range of feedback about any form of issue that the player ran into while playing. The responses from this were very mixed and mentioned a wide range of things that the players did not like whilst playing. The main one that kept being mentioned was a problem with the AI movement and enemies, three people said that the enemies felt easy because they would stop and then not move again basically making the healing system void, I will investigate this and make changes accordingly, I may know what is causing this issue and so I will document this change by using OBS Studio and evidencing this on my website. 

Another area that was picked up was in terms of physics, I included a physics mug in the game that moves when the player interacts with it. By what the player has described the cup causes the player to spin 180 degrees when standing on it, I will look at this and will possibly remove the physics from the mug in order to resolve this. This issue is not really that big but it can break the game so I will definitely remove it when it comes to amending my game to suit the needs of my audience.

The third question on this survey, asked the play testers whether they felt that the story of the game was clear and present, this was a main focus of this project because we as a team needed to ensure that the story flowed throughout each of our levels and that the story was clear to the audience in my level in particular. I adopted a document style interactive widget to portray the story to the player and it seems that this had paid off as five of the seven playtesters found that the story was clear and easy to understand from these documents, by going from the other two I can see that they did not find the story was clear, leading me to believe that they did not read these documents or did not simply understand them as they are the minority of these responses. Overall, I feel confident with these responses and there will always be people that do not pick up on the story or even enjoy a game like this so I will not be changing my implementation of the story in my game because the majority believe that the story was clear.

 

 

 

The next question on my feedback form asked the play testers whether they felt that the goal of the game was clear and present whilst playing through the game, the responses on this question were heavily weighted towards the positive side, with only one person saying that they felt the premise was hard to grasp. The rest of the feedback highlighted that the objective was clear to pick up and understood that you had to venture the house in order to find keys and defeat the enemies coming toward you. I did not explicitly state the objective in the game, in hope to keep the immersion of the gameplay, I can see that this has paid off so I am extremely happy that I have met this requirement of the brief. As for the anomaly in the responses I can only put this down to the fact that I did not state on screen what the objective was, I will not be changing the way that I present the objective because as I can see it works.

 

The fifth question on the feedback form asked if the controls were responsive and if anything needed to be changed in order to improve on these controls. All of the responses on this question were all the same, stating that the controls functioned correctly and that there were no changes needed to be made in order to improve on the control set.

 

 

 

The next question expanded on a previous question but focused on the intuitiveness of the gameplay, all of the responses on this question were positive and stated that the gameplay was intuitive and that the gameplay felt fluid and responsive. This was positive as it shows that my game design and mechanic implementation are both good and up to standard, the only improvements that were mentioned on this question were that the gameplay was too short and that the AI enemies ruined the gameplay experience. I am going to improve the AI movement of the enemies to increase the gameplay time and thus fix the AI movement issues that people have experienced.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The seventh question that I asked on this survey was whether the testers found the gameplay to be balanced, this is an important question as any good game needs to consider the balance between new and experienced players. By looking at this feedback, I can see that the majority found the gameplay to be more weighted towards the player saying that the only time they died in the game was on purpose and because of the “Broken” AI the game felt even more easy because the enemies would not move resulting in an easier experience. From this, I will fix the AI movement and hopefully if I was to ask this question again the responses would be more balanced because I believe that the AI has greatly affected the gameplay balance.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The eighth question asked what the play testers liked about the art style and models and whether they would recommend any improvements, the responses from this question all painted the same picture and that was that the art and models were perfect. Nobody found any fault in my artstyle and 3D model work so I will take this as a positive and I will not be amending my artstyle or models when it comes to applying improvements to my game.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The ninth and tenth question went hand in hand and they asked if there were any bugs in my gameplay and what overall needs to be improved to elevate my gameplay. I noticed a recurring theme when it came to these types of improvement responses and this was that my AI movement needs to be fixed and improved so that the AI does not get stuck on walls or even suddenly stop working all together, In addition, I found that one of the responders had an issue with the mug causing them to spin, I will look into this and remove it if necessary. Also, the last piece of improvement recommended to me would be to amend the hitboxes of the doors as the AI can open the doors without the player interacting with it with the keys, this seems like a big issue and I will amend the hitboxes so only the player can open the locked doors. In conclusion, I will be taking away all of the improvements that I have said I will change and amend my game to reflect these changes and I will evidence this below.
 

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Amendment Videos

Final Outcome

Below is a video of my final outcome as I am playing through the level, as I am unable to package and host my game I opted for a video playthrough as evidence of my work.

Vortex Interactive Entertainment © 2024

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