Assignment 3 Playtesting for version 1.1 and Changes for future versions
We had 5 playtesters for version 1.1. The issues in this version were very clearly linked to 3 aspects: Speed, Movement and Score. The speed of the enemy cars, and other objects persisted into this version of the game. Players also continued to struggle with the reactivity of the player car making it feel sluggish. Additionally, the score felt unimportant and this effected the gameplay. Other problems were also identified however, they were not as significant to the immersion, fun or gameplay.
For starters to address the frustration with the movement of the player car, we would change to a lane-to-lane movement, increase the turning speed, decrease the turning circle size and up the pps for the (left, right) forces to the neighbouring lanes. The car would move from the current lane to either of the neighbouring lanes with a tap of the corresponding arrow keys. To ensure visual cohesiveness all objects would be adjusted to only spawn in the centre of the lanes.
Next to address the obsolescence of the score we would add visual cues to the text object such as changing the colour of the score based on the players current level and to zoom and bold the text every 100 points. With the addition of better themed sprites, like flames. Another aspect would be to change the spawn mechanic of pickups from timed to scored so a gun, nitro, etc, will only spawn every 250 or 500 points to encourage strategy. Making a lot of aspects score based will make more levels, end game and bosses easier to anticipate and implement. Similarly, it will encourage players to avoid spikes, and potentially risk using nitro.
For version 1.1 Nitro stopped working, the timer was not correctly integrated into the new version so instead of the car speeding up when in contact with the nitro, it would occur at varying times after the collision. To fix this we would reinstate the timers and nitro code correctly, to incorporate collision and all other assets appropriately. Likewise with nitro adjusting the sprite slightly to differ it from a water bottle or health pickup would help to differentiate it from other pickups. To create further understanding of the nitro, adding a brief screen in the tutorial describing the game and highlighting that the player is racing against other cars would help players differentiate the speeds better. Likewise, adjusting the speed in the odometer to also have a visual effect when changing speeds would help as well.
A tutorial level will have to be added to demonstrate to the player all aspects of the game to prepare them accordingly. It would include, controls, pick-ups, score, odometer (speed), hearts, brief description of the game, levels, boss fights, enemies and obstacles. This would help to address almost all initial confusion with most of the game aspects.
Enemy car and obstacle spawn rates would need to be altered to ensure players have room to maneuverer around them in earlier levels to help with creating a skill developing gameplay structure. For example, slower cars, one car per lane in levels 1 to 5, increase speed levels 5 to 10, start adding the chance for more than one car per lane for 15+, etc. This would help to build the players skill, engagement, challenge and flow. Invincibility frames will also be added to ensure a limited time of protection from enemy cars to give the player time to recover Similarly, for the stationary cars (fast approaching cars) a warning symbol should flash in the corresponding lane moments before the car arrives. This also helps with the learning curve of the game so it's not so hard at the start and then becomes stale later.
The low severity findings like audios and sprite positioning are not hard to alter. Add audio cues for collision with obstacles, levels, cars, and pick-ups to help communication with the player. Add background noise for immersion. Swap Heart sprites and bullet sprites.
Other pick-ups, obstacles and enemies are to be added as well for more diversity, for example a heath pick-up in the form of wrench that can only be picked up as a potential drop from an enemy car that has been shot. Ramps so the player car can ‘jump’ over incoming enemy cars or obstacles. Potholes that have the potential to force a lane switch when hit. Boss fights, where the player car must shoot at a monster truck, tank etc and avoid bullets and other obstacles from the boss (gun spawns will become timed). This will create more diverse gameplay with more strategy potential. Eventually, the game will end after the player has accumulated a significant number of points (current number unidentified) and escaped hell.
That is all for this post on the playtest feedback for version 1.1 and changes for future versions. The next post will be the postmortem for Highway to Hell :D.