Final Year Research Project 2023
Falmouth University
Course: BSc (Hons) Computing for Games 2020-2023
Final Year Research Project 2023
Falmouth University
Course: BSc (Hons) Computing for Games 2020-2023
Evaluation of a Character Testing Zone in Fighting Games
Background
For the final year project I wanted to do something that could evaluate the effectiveness of a new feature to improve game play experience and build on my interest in UX & UI.
My undergrad team project was designing and building a new 2D fighting game in our final year and my main input was programming the main menu, navigation system, character select and map select, plus some of the achievement system. We decided to include a character testing zone on the character selection screen, so that players could get an idea of each characters playing style before combat play. The artifact was built in Unity but separate from the main game.
My literature review had shown that the fighting game genre already had a strong loyal fanbase but it looked set to expand and gain new younger audiences due to the crossplay concept. Fighting games in general were being improved with rollback net code and novel AI. I also knew a lot of people who had recently starting playing fighting games due to the release of games like Guilty Gear Strive and SuperSmash Bros.
Image: The computing artifact is a character testing zone, designed for a 2D platform fighting game to support 2-4 players.
Key features for the testing zone:
Select and deselect characters
Spawn in their selected characters
Experience accurate game play
Inflict damage
Allow respawn
Test character abilities & movement
It was also clear from the literature review that there is little research on character selection screens. This surprised me as it takes time to become a good player as you need to get to know the characters and the game mechanics. The steps to winning can be slow and once in a game you can’t easily change characters.
I could not find any existing games with this feature (not to be confused with training mode) so my research focused on how beneficial this feature could be to players and what elements are needed to give the best user experience.
Built in Unity and code split between two scripts
The actual artifact was made in Unity using original code with support from tutorials and forums when needed. The code relating to the testing zone and its functionality was split between two scripts in Unity. The ‘GamepadCursor.cs’ script detected whether the current user is using a mouse and keyboard or a controller/gamepad. Once detected it calls the relevant function from the second script ‘CursorDetection.cs’ to select the character. Debugging and linting tools were used to ensure the quality of device connections and for programming and stylistic errors.
The UML class diagram of the Computing Artefact
Results
When the game was tested 85% of players made use of the testing zone, although not specifically asked to do so and of these 93% considered the feature useful. To provide insight for developers various elements of the testing zone were evaluated and ranked as necessary or unnecessary and four elements were identified as essential; replicate gameplay, character’s skill sets, sound effects and quick-to-exit feature. Showing where possible development time should be invested when working on the design.