Monday, October 6, 2014

Post 34 - Playtest Feedback

This blog post is in reference to our playtest on 10-3-2014.

We received feedback about our controller inputs using the XBox360 controllers. The "FPS" or first-person-shooting format was not a major hit, but some liked it. The two "TPS", or third-person-shooting, formats were the most popular. One involved a camera movement fix, and one allowed the camera to clip through the environment. I am sure one of those will be our focus.

Our team appears to be communicating more. I know that some have not felt any communication is going on at all. I have sent emails, met in person, and discussed things the best I can, so I cannot do much anymore other than learn telepathy. I am not sure I can make that happen.

As for the game feedback, it wasn't much fun. People struggled to understand what they were supposed to do, how things worked, etc. There wasn't much communication to the players that would be intuitive for a "shooter" game.

Our professor, Ryan, explained that there isn't anything fun going on. He doesn't understand how to move through the environment, he doesn't know what to shoot, and he doesn't know why. There was a timer, he could change the color of some of the ground, and then the timer ended. He didn't recognize any health meter, he wasn't sure if he was injuring the other player, so he didn't know what his goal was for the match.

I don't think our producers understood what he was saying. After giving us this feedback they kept explaining that this playtest was focusing on finding which controller worked best. I don't think they understood that the game isn't fun.

We will be reviewing the content of the feedback in the next class session. Hopefully this will help give us goals before Fall break kicks in, and we can finish this before the IGF submission.

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