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Eviction: Win lose Condition for Selecting Traitor (Team 7)
For sprint1 and sprint2, our team completed the essential feature:
- Players can find the menu icon in the game interface and click it to enter.
- Players could choose one NPC card (with one NPC's basic information) to expel what they believe is a traitor.
- After clicking the select button, a confirming box will pop up to let players ensure their selection.
- Players can access the detailed information/clues window to browse more details by clicking the detailed NPC card.
At this stage, the design and function of the eviction menu has been basically completed, but in order to use the eviction function in the game, we need to consider the winning or losing conditions for selecting the traitor. Therefore, our team will create a win-lose logic based on the storyline and feedback from studio members. And based on this task, we will design some corresponding images and functions to make it more complete. Our initial idea is to develop a prompt box to display the win-lose condition and indicate the game status (whether it has ended), popping up after clicking the confirm button. And this prompt box will provide players with immediate feedback on the game results and what they need to do next. This feature will play a significant role in making the whole game more complete and harmonious.
This user survey will help us make foundational decisions about the win/lose prompt box and game logic.
Based on the outcome of Sprint1 & Sprint2, Imagine how the user would interact with the eviction function during the game after selecting one NPC as the traitor.
The questions related to this feature were generated for a Google form and a Tencent questionnaire.
The questionnaire asks about players' expectations related to how to complete the game and the interactive process of the win/lose prompt box.
Multiple participants will be invited to complete the questionnaire and submit their replies. Unrestricted time was allowed to complete the questionnaire. All comments are anonymous, and just the responses will be used to generate visual representations as raw data.
Google forms (win/lose condition/display) link
Tencent Questionnaire (win/lose condition/display) link
During the investigation, we obtained the desired feedback from two aspects, one in the direction of implementing win-lose conditions, and the other in the direction of interaction in terms of eviction:
According to the result of Q1
It is aimed to investigate how players expect to complete the game ( what tasks need to win this game). By analysing the collected responses, the majority of respondents regarded that completing two tasks (including 1. selecting the correct traitor and 2. rescuing the Atlantis by a particular task could make the game more interactive and the story more complete and reasonable. Consequently, prompting player to finish some tasks to save Atlantis will be added in win/lose condition.
According to the result of Q2
It is mainly for deciding the method of saving the Atlantis continent, whether by triggering a specific mechanism or getting the key (based on storyline). According to the obtained data, the choice "Find and get the key" achieved 70%, meaning that players might expect to communicate with NPCs to get a key (Or find key in corresponding map) to rescue Atlantis. The result of this question will be fed back to the corresponding team to cooperate with our team and complete the whole process of judging the win/lose condition. One thing to note in subsequent implementations is the logical difference between the cracking mechanism and obtaining the key.
According to the result of Q3
It is mainly used to investigate how much trial and error the player wants when choosing a traitor. Due to the limited number of NPCs that can be selected as a traitor and to balance the difficulty and fun of the game, we tentatively decided that it was best to have no more than three trial-and-error opportunities. And based on the data we collected, 3 times is really what most users expect. Therefore, our team will implement the function of allowing users to repeat the selection at most three times.
According to the result of Q4
Participants were asked about whether we need additional punishment for selecting an incorrect traitor, this is because certain penalties for choosing the wrong traitor may make the game more engaging (like making the player nervous). Apparently, most participants thought appropriate punishment was common and reasonable for choosing a wrong traitor. This data indicates that the option 15 % reduction in HP (health points) is up to 50%, which is this option has the highest supported ratio, so our team will try to implement this logic in sprint 3 to increase the difficulty of the game. However, 35% of players believe that the penalty can also be reduced game time or both HP and game time can be reduced, so this solution may be implemented in subsequent optimizations.
According to the result of Q5
This question investigates the satisfaction degree related to making the win/Lose prompt dialogue box, including instructing players what to do next. Based on our assumptions, players might be asked to complete the task of saving the Atlantis to complete the whole game after selecting the correct traitor. Therefore, clearly telling players what they need to do is very important and efficient to help them complete this game and achieve a better user experience.
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack