Sprint 11
23-03-2022
23-03-2022
Play-test Goals
Observe how players are able to use the UI to build in creative mode
See how the players interact with the controls of the game
See what players make in creative mode
See how players move around in explorer mode
See how player play in adventure mode
See how players interact with the lobby system
See how players switch back and forth from modes
See if the player noticed improved from the new sprint compared to the older version
Research questions
Do testers enter a play state?
What can testers create with the current editor?
Are the controlls understandable?
Do testers have easy access to the lobby?
Is everything easy to understand for the player?
Introduction (5 min.)
Inform the user that they are testing a game that includes a castle creation editor and explorer mode. The creation editor allows them to build. The explorer mode allows them to move their character around in their building.
Show tester https://infinityskies.io/
Play-test rules
The player can do no wrong
We are not judging you
Player information:
The player gets no information on the controls beforehand and figures it out during the play-test
The player is told that he can visit other lobbies or can build his own castle
Player tasks:
Listen and carry out the tasks that the game designer gives them
To explore our built
to figure out the controls
Tree Testing (20 min.)
The game designer may asks players to do certain tasks if he/she doesn't find it themselfs.
Player finds his own castle
Player goes to the building mode
Player rotates an object
Player makes a wall and puts a hole in it
Player builds a roof on his castle
Player finds a specific castle
Player walks in exploring mode
Player plays adventure mode
Player while spend 15 min in building mode 3 min in lobby's and rooms and 2 min in adventure mode
The game designer is in the same room keeping watch over the test.
Evaluation (20 min.)
Have the tester fill out the evaluation form.
Quick interview
What did you like?
What didn’t you like?
What needs improvement?
How did the controls feel?
Was there a learning curve to the controls?
What would you change to the controls?
Were parts of the games hard to understand?
Were any menus hard to find?
Did you ever get lost in the game?
Did you feel this new version is an improvement? (only for people who play tested before)
Adventure Mode
Building Mode
Lobby and Rooms
Music
As a user, I would like an option to invert my camera control
As a user, I would like it if the objects spawn in the front instead of the back
As a user, I find it hard to remove 1 wall by clicking on it
As a user, i find it annoying that my selected object dissapears when I rotate the camera with the mouse
As a user, I would like a counter to see how many squares i place a wall
As a user, I would like to build a whole square of walls in 1 go
As a user, I would like a option to stretch my already build castle
As a user. I would like some sort of ctr-z option
Building Mode
Were some buttons and mouse layouts unclear?
I thought you had to walk with wasd
turning the camera wasnt initially clear to me
rotating of the landcape felt like it was in reverse
schuiven van het beeld met WASD
It felt weird how you can rotate objects in two ways ( by holding the mouse button down and by pressing R), however the mouse option also directly places the object down. I feel like I would just pick one anyway and stick with it, but having two probably would have led me to make mistakes when building more carefully
People who had trouble with the camera said the following.
knowing which buttons control the camera
rotating the landscape
The camera felt like the slides you get when playing ice-levels. When zooming in it didnt quite stop when i stopped scrolling
If you can change the controls/button layout what would you change?
make walking with wasd
better movement of viewing your castle
use WASD plus a mouse buttton to turn the camera would feel more intuitive to me
reverse q and e and also being able to let g of objects with delete, being able to build diagonal walls, stretching the room by pulling a wall, copying an item, building a square room at once, counting the wide of my wall
Schuiven camera met linkermuisknop en dan muis bewegen om beeld te verschuiven
Were any aspects of the game confusing? If so, please describe.
i didnt understand destructing mode at first
interface i guess
some buttons such as the builder mode button could be more emphasized, either in size or positioning. The removing tool needed a specific angle to work on walls, which was a bit of a hassle
how to fight in adventure mode
At first I didn't get how the destroying mechanic worked, as you have to be on the build-tap for the specific type of object you want to destroy. I think it would've felt better if the destroy-option would separately offer me options for what I would like to destroy.
What parts of the game where strong?
it felt fluently
you could place things pretty easily :)
it was intuitive to place objects, walls, and floors. It was easy to move objects after placement
making doors and windows, and putting in the furniture
variatie, makkelijk bouwen, veel mogelijkheden
The wall and floor building felt really natural. Being able to create large stretches at once feels like it should be in all building games
What didn't you like about the game?
destructing mode
the movement of the camera sometimes
the removal tool was a bit clunky and could be placed more visible. The windows and doors being in the category of walls was a little confusing
that i couldn't build diagonal walls, and i missed my roof
the clouds. Also the fact that a building automaticaly closes up after all walls are connected felt like it could hinder my building in some portions. Maybe if you could select what building parts you'd want to be actually classified as a building would offer more options.
additional comments about the building mode?
make the sensitivity for zooming in and out higher
just fix the camera (maybe its fine and im just stupid but idk)
I really liked it, would like for my chairs to be closer to the table though
I don't really see the reason for having the option to place multiple island when you could just at the start fill the entire world with islands. Its cute, but doesnt feel like it adds a lot. also, MORE TREEEEEEESSS, loved them!
Adventure Mode
Were any aspects of the game confusing? If so, please describe.
i didnt understand anything
How to pick up objects or weapons
I didn't understand how to fight my opponents, click on it? should I hold a key while doing it? I had not found an object yet while fighting my opponents, this might have been the problem
I ofc can't reeeeaaally judge the adventure mode as it wasn't finished. But as is, it felt like I didn't really do anything except click on enemies. I don't know if I was able to block, but I didn't find any way to actually do it. Also, changing weapons was unclear until I was told which button to press.
What parts of the adventure mode where strong?
walking
the movement of the character while walking is very smooth and switching weapons was easy
the walking and picking up objects
Andere wapens kiezen, de vuurbal
The OP armor was sickk!! Having an adventure mode in general feels like a great idea tho! Maybe make it in such a way people won't just use bots like in runescape for farming.
What didn't you like about the adventure mode?
i didnt really knoow what was going on
Hard to say at this stage, I think it would be nice to have a visual indicator for picking up items in some way
I did not understand how to fight, but then again I'm not used to playing those kind of games
Soms lastig met je poppetje lopen en klikken
The fact that you could only have one of each type of object on you at any time felt slightly limiting.
Additional comments about the adventure mode.
Maybe there could be an instruction mode fr the very inexperienced gamers like me
Hyped to see it finished!
Lobby and Rooms
Were any aspects of the lobby confusing? If so, please describe.
it didnt work yet
Finding the limits of each circle
I did not find any other castles in the lobby
Voor mij nog niet duidelijk dat het de wereld was waar je in speelde
The buttons told me what the UI-options were, but some just gave an abstract name. This is how I accidentaly started the adventure mode for example. Maybe having less options out in the open but having them under dropdown menus could help structure them
What parts of the lobby was not easy to understand?
the use at the time
finding other castles
Same answer as above
What aspects of the lobby did you enjoy?
it looked pretty
the option to see other players islands potentially without loading times
the zooming and moving
Gaaf om te zien hoeveel andere mensen er in zitten.
The world maps with different player-islands seems like a fun idea!
Additional comments about the lobby?
I felt maybe it zoomed out a little to fast
Music
Did you enjoy the music of the game?
yes
yes, it felt medieval which sits the setting
Had not noticed
ja
Music?.... Honestly, I really didnt notice any music
Additional comments about the music?
it reminded me of runescape
i like it
Probably not annoying since I didn't notice it
Playtester 049 (New)
Playtester 050 (New)
Playtester 051 (New)
Playtester 052 (New)
Playtester 053 (New)
Playtester 54 (New)
The graph while contain the following information.
Light blue: Player has little experience with games.
Blue: Player has moderate experience with games.
Dark Blue: Player is very experienced with games.