|
|
---
|
|
|
title: Night of Horror
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# Game Design Document
|
|
|
|
|
|
## Introduction
|
... | ... | @@ -165,21 +160,67 @@ title: Night of Horror |
|
|
# Game Testing
|
|
|
|
|
|
## Playtesting Methodology
|
|
|
1. Test Method
|
|
|
*
|
|
|
2. Reason
|
|
|
*
|
|
|
|
|
|
1. **Test Method**
|
|
|
* Use questionnaires to collect players' feedback on specific issues of the game experience.
|
|
|
* Talk with testers to gain a deeper understanding of players' feelings during the experience and suggestions for specific issues.
|
|
|
|
|
|
2. **Reason**
|
|
|
* Questionnaires can quickly collect quantitative feedback on key game elements (such as gameplay, difficulty, and atmosphere), which helps to analyze and summarize the data.
|
|
|
* Face-to-face conversations can help discover hidden problems that questionnaires cannot cover, such as the specific details of players' confusion or emotional reactions.
|
|
|
* This combination of methods can provide strong support for optimizing game design.
|
|
|
|
|
|
## Playtesting Procedure
|
|
|
1. Test participant recruitment
|
|
|
|
|
|
2. Test Preparation
|
|
|
1. **Test participant recruitment**
|
|
|
* Recruitment method:
|
|
|
+ Invite friends and classmates who have experience in escape games to participate in the test, and directly contact the target group through social channels.
|
|
|
* Participants:
|
|
|
+ A total of 10 testers were recruited to ensure the diversity and representativeness of the test sample and to facilitate the collection of sufficient feedback.
|
|
|
|
|
|
2. **Test Preparation**
|
|
|
* Test objectives:
|
|
|
+ Evaluate the player's operational experience in the overall game process, including key links such as searching for treasures, avoiding monsters, and escaping from elevators.
|
|
|
* Testing method:
|
|
|
+ Transfer the game files to the testers and let them play on their own computers to obtain real personal experience data.
|
|
|
* Task instructions:
|
|
|
+ Provide a brief description of the test task to the tester, for example: "Find the crystal and escape the monster's pursuit safely."
|
|
|
|
|
|
3. Test implementation
|
|
|
* Session arrangement
|
|
|
+ Introduction phase: explain the test objectives, gameplay, and precautions to the testers through documents or voice.
|
|
|
+ Experience phase: the testers play the game on their computers.
|
|
|
+ Feedback phase: after completing the game, the testers fill out the questionnaire and provide further feedback through text or voice conversation.
|
|
|
|
|
|
4. Data collection
|
|
|
* Test data recording method
|
|
|
+ The questionnaire is used to collect players' ratings and open opinions on game scenes, gameplay, and mechanisms.
|
|
|
+ During the conversation with players, use documents to record in detail the questions and confusions mentioned by the testers.
|
|
|
|
|
|
## Playtesting Reflection
|
|
|
|
|
|
1. Test results
|
|
|
* Data feedback results
|
|
|
- Players are generally satisfied with the game's operational experience.
|
|
|
- 60% of players think the game is relatively easy or too easy.
|
|
|
- Players' style of the game is basically in line with the game's atmosphere, but there is still room for improvement.
|
|
|
- 20% of players think the generation of monsters and crystals still needs to be improved.
|
|
|
- 80% of players think the monster's AI (monster behavior) is basically reasonable but still needs to be improved.
|
|
|
|
|
|
* Direct feedback results
|
|
|
- Positive feedback
|
|
|
+ The game uses the design of connecting rooms to escape monsters to increase the strategy of the game, and the testers agree with this.
|
|
|
+ The game scene style fits the horror theme, but there is still room for improvement in lighting and atmosphere.
|
|
|
+ Players generally think that the gameplay is more interesting, but there are details that can be improved.
|
|
|
|
|
|
- Negative feedback
|
|
|
+ Unclear target guidance: For example, the game lacks clear instructions for the location of crystals and elevators, causing players to get lost in the process of searching for crystals and reaching elevators.
|
|
|
+ Technical issues: The bug that monsters freeze after players enter the room affects the game experience.
|
|
|
+ Perspective adjustment issues: Some players reported that the perspective sensitivity is too high, causing dizziness.
|
|
|
+ Character movement speed: Some testers hope to add a sprint function to increase the degree of freedom of operation.
|
|
|
|
|
|
2. Reflection and adjustment
|
|
|
* Game current optimization update
|
|
|
-
|
|
|
|
|
|
3. Prospects for the future |
|
|
\ No newline at end of file |