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Testing

Liam edited this page Oct 7, 2019 · 3 revisions

Testing

Functionality Testing

We tested the prototype throughout its development, and again after it had been created. Testing helped ensure we implemented the designed features and mechanics correctly. The functionality that we tested included:

  • Time Mechanic
  • Wilbur's Movement
  • Navigation between the screens
  • Button Functionality
  • Pausing the game state

These functionalities were tested manually, as our game leveraged Unity's physics and collision game system. Therefore, making our own Unit Tests to re-test Unity felt redundant and not necessary. Additionally, since we are not able to directly change the game engine or its physics system, we trusted that the Unity Game Engine was already thoroughly tested.

Playtesting

In addition to function/feature specific testing, we also playtested our game to get an idea of how the game felt to play. This allowed us to give the user a better experience when playing. A few major features that we changed as a result of playtesting can be found below.

Giving the boxes more friction and mass gave the game a more natural feel, and emulated other platforming games that our target user might have previously played.

Another important feature that the team worked on improving was the 'Breakable Ice Blocks'. In addition to the team playtesting the game, the team also got 'external' players to playtest the game. This brought to light that for players who have not played the game the blocks break too fast, for a novice player.

We put a large emphasis on Wilbur's movement. Platformers are an extremely popular gaming genre, and we believed that it was important that this game felt easy to control in order to let the user focus on the gameplay and message instead of frustrating controls. In particular, when trying to "chain" jumps between breakable platforms we found that it was easy to input a jump a few frames before Wilbur hits the ground. This gave the effect of a lost input, as Wilbur looked like he was on the ground and should have been able to jump. In order to solve this issue, a buffer was implemented which allowed an input that was registered in the air to be held for a few frames.

Summary Notes from playtesting

  1. Adding more drag and mass to objects that Wilbur directly interacts with. This gives the users a more interactive feel and tries to assimilate other common platforming games.
  2. Buffering Wilbur's jump in order for a jump input not to go unregistered.
  3. Increasing the time before the 'Breakable Ice Block' breaks
  4. Adding a reset button, as in some cases if the user makes a wrong 'puzzling' move the level is not solvable. As a result, the user is stuck on the level.