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## **What would you do differently to improve the process?** ##
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## **What would you do differently to improve the process?** ##
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To improve our testing process, we would like to have handed out our alpha and beta prototypes to our friends and family for unbiased playthrough feedback (*Joe Rafferty, Kylie Nencetty, Daniel Noel*). There are often things within the game that as developers, we easily understand. However, what seems obvious to the developers may not seem as obvious to an outside player (*Jenji Sayre*). We tried to think in terms of the end-user experience, but it can be hard to completely detach yourself from the vision of the game (*Kylie Nencetty*). We have now begun showing the beta test to friends and family to get their feedback, but it would have been beneficial to have started doing this earlier in the process (*Group Decision*).
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To improve our testing process, we would like to have handed out our alpha and beta prototypes to our friends and family for unbiased player feedback (*Joe Rafferty, Kylie Nencetty, Daniel Noel*). There are often things within the game that as developers, we easily understand. However, what seems obvious to the developers may not seem as obvious to an outside player (*Jenji Sayre*). We tried to think in terms of the end-user experience, but it can be hard to completely detach yourself from the vision of the game (*Kylie Nencetty*). We have now begun showing the beta test to friends and family to get their feedback, but it would have been beneficial to have started doing this earlier in the process (*Group Decision*).
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Another improvement to our testing process would have been to include sound integration earlier in the project development (*Kylie Nencetty*). The idea of creating and integrating sounds was overlooked until alpha testing when it became clear we had created an almost entirely silent game (*Brigitte Rollain*). For immersion, we thought it was important to start working on adding sounds to certain features of the game (*Jenji Sayre*). However, because this was an afterthought it was not easy to include this in our schedule. We have been having multiple roles working on adding sounds here and there throughout the testing phase, which is not ideal (*Daniel Noel, Joe Rafferty*). By doing this, we run the risk of duplicating work and losing focus on other aspects of our bug corrections (*Group Decision*). For example, we achieved some great sound integration in our level but forgot to complete work on correcting one of the bugs prior to testing (*Daniel Noel*). We have since gone back and fixed the bug, but had we remembered to include sound in our original game design document this mistake could have been circumnavigated (*Daniel Noel*).
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Another improvement to our testing process would have been to include sound integration earlier in the project development (*Kylie Nencetty*). The idea of creating and integrating sounds was overlooked until alpha testing when it became clear we had created an almost entirely silent game (*Brigitte Rollain*). For immersion, we thought it was important to start working on adding sounds to certain features of the game (*Jenji Sayre*). However, because this was an afterthought it was not easy to include this in our schedule. We have been having multiple roles working on adding sounds here and there throughout the testing phase, which is not ideal (*Daniel Noel, Joe Rafferty*). By doing this, we run the risk of duplicating work and losing focus on other aspects of our bug corrections (*Group Decision*). For example, we achieved some great sound integration in our level but forgot to complete work on correcting one of the bugs prior to testing (*Daniel Noel*). We have since gone back and fixed the bug, but had we remembered to include sound in our original game design document this mistake could have been circumnavigated (*Daniel Noel*).
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