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@ -30,7 +30,7 @@ Another benefit that arose from having a live group testing session was we were
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Every week we have adjusted our approach to testing to improve upon the previous stage. Therefore, we did not have many things “go wrong” in this latest evaluation stage (*Group Decision*). However, we did find that some of the bug fixes we had intended to implement did not work as planned. For example, we were aware of an issue with the functionality of the jump pad within the stomach. We tried to add in more jump pads to make the jump easier (*Daniel Noel*). We believed that this had resolved our bug. After allowing friends and family to test the game, we quickly realized that there was still an issue where if the jump pad was not hit correctly the player would fail to make the jump to the above platform (*Brigitte Rollain*). We tried to adjust the placement of the jump pad while taking out the newly implemented ones, but this again did not resolve our issue (*Daniel Noel, Joe Rafferty*). We decided as a group that at this stage of development it would better serve us to remove the jump pad and replace it with an elevator (*Group Decision*). Had we had more time, we would have created a jump pad specifically for an inclined surface or perhaps changed the level design to allow for full functionality of the current jump pad design (*Group Decision*).
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Every week we have adjusted our approach to testing to improve upon the previous stage. Therefore, we did not have many things “go wrong” in this latest evaluation stage (*Group Decision*). However, we did find that some of the bug fixes we had intended to implement did not work as planned. For example, we were aware of an issue with the functionality of the jump pad within the stomach. We tried to add in more jump pads to make the jump easier (*Daniel Noel*). We believed that this had resolved our bug. After allowing friends and family to test the game, we quickly realized that there was still an issue where if the jump pad was not hit correctly the player would fail to make the jump to the above platform (*Brigitte Rollain*). We tried to adjust the placement of the jump pad while taking out the newly implemented ones, but this again did not resolve our issue (*Daniel Noel, Joe Rafferty*). We decided as a group that at this stage of development it would better serve us to remove the jump pad and replace it with an elevator (*Group Decision*). Had we had more time, we would have created a jump pad specifically for an inclined surface or perhaps changed the level design to allow for full functionality of the current jump pad design (*Group Decision*).
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There was also feedback during this testing phase in which it was pointed out that in the packaged version of the game, there seemed to be additional motion blur that was unintentional (*Jenji Sayre, Daniel Noel, Brigitte Rollain*). This motion blur was noticed more by some people than others. Ultimately, we are unsure exactly why this blur was worse for some players than others, but the lead programmer tweaked the settings within Unreal Engine to minimize the issue (*Joe Rafferty*). With more time and further testing, we could have been able to pinpoint exactly what was causing the issue across different hardware (*Group Decision*).
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There was also feedback during this testing phase in which it was pointed out that in the packaged version of the game, there was additional motion blur that was unintentional (*Jenji Sayre, Daniel Noel, Brigitte Rollain*). This motion blur was noticed more by some people than others. Ultimately, we are unsure exactly why this blur was worse for some players than others, but the lead programmer tweaked the settings within Unreal Engine to minimize the issue (*Joe Rafferty*). With more time and further testing, we could have been able to pinpoint exactly what was causing the issue across different hardware (*Group Decision*).
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