This is the final post for the project. In this, I will cover the basics of what has been created and talk briefly about the final product
In a different method to testing laid down in proposal, I decided to use a simple group test and gained feedback on the two methods developed. The test were run using the created level. In addition to asking for the player’s feedback during their playthrough, each player’s time through the level was tracked. These times were then taken and compared to see which method provided the faster playthrough time. Although useful, speed of control is not the most important feature in most games but it provides a useful benchmark to combine with a user’s input. Not every player finished the playthrough due to disturbances to the testing sessions but there was enough people to get a general idea of the effects.
For the soft zone controls, several people responded that this is the exact type of control that a lot of people did not want to play. There were actually several people who voiced disgust once they started using the controls. There were also frequent complaints about the sensitivity of the sticks, making it hard to fine tune positioning for jumps. On the other hand, the times found during gameplay were a lot faster than those using the tap to move system, often by around 10 to 15 seconds faster. This is down to multiple factors – the familiarity of users with this flawed system and the similarity to the control scheme it is trying to emulate. It was also noted that players found the control on the smaller screen of the HTC One M7 to be much more useable then on the larger Nexus 7.
The alternative tap to move controls worked much better. One thing noticeable to begin with was that players sat back and were much more relaxed in the tap to move mode. However, players did comment on the camera controls and location, claiming it to be sluggish to rotate and it was too close to the player. Many of the interviewees also wished the rotate axis had been inverted. There were also issues encountered with the jump functionality – the double tap used to jump also adjusted exactly where the player was heading, leading to issues with some puzzles. In addition, the tap to move demo had issues with the final puzzle that involved jumping through a physics object – there was no ways to tap “through an object”.
After testing, I decided to take the comments on board (such as the inversion of the camera) and attempt to link it in a prototype environment. Using some mechanics developed as part of another module’s development, a third person shooter demo has been created utilising the tap to move functionality.
This required a few slight adjustments. The first was to the tap to move script – rather than a double tap causing the character to jump, a double tap now acts as the shoot button. Single taps are no target dependant – on open space, the character moves to it while on a cover location the character will enter cover instead.
The prototype is only a proof of concept rather than a polished final product but it provides a possible forward point to take third person controls.