Nitro Final Game Presentation MM GROUP 1 C-C-COMBO Nitro – Final Game Demo (Covered Live via Doc Cam) Nitro – Member Contributions Mason: Playability Test Template and analysing Game Assets (Player, enemies, coins, backgrounds) Game Levels Help Menu functionality Presentation formatting Player Car Functionality and Animation (Sprite Sheet and Code) Level intro narration (only recording) Alex: Shooting (Functionality, Code, bullet prefab) Barricades (Functionality) Hit Detection (Between bullet and barricade) Scrolling Background Playability Test (sampling for data) Narration sound manipulation (Radio Static) Nitro – Member Contributions Adam Sound (Code, functionality) Sourcing Sound (Coin pickup, menu music) Playability Test (Sampling for data) Game over screen and functionality Score (Code and functionality) Functionality for screen change based on score variables Callum Menu Screens ( Completion screens, main menu, with functionality ) Enemy Functionality (movement code) Collision Detection between enemies and player Playability Test (Sampling for data) Game Ideas (Police Cars as enemies, level structure, selling point) Concept document improvement (additional gameplay mechanic ) Nitro – Playability - Target audience is children to late teens. - Playability test asked for background information of participant in addition to opinions of the game to observe behaviour from different relevant backgrounds when playing the game. - 10 people took part, 7 male, 3 female, all in 17-21 age range. Total NonGamer Casual Serious Hardcore 10 3 4 3 0 Following trends we noticed after analysing all the test data; - Most of the participants found the game’s control simplistic and understandable. - Participants new to gaming liked the difficulty whilst active gamers noted there was not much difficulty and didn’t find it as fun. - Participants new to gaming enjoyed the experience more than experienced participants due to simplicity. - Most of the participants noted the game needed more feedback to the player whilst some mentioned the accelerometer was too sensitive. Nitro – Performance Metric - As part of testing the game, we ran some diagnostics to ensure the game was running as smoothly as possible. - - The game was maintaining a consistent 60-70 fps. For a tablet game, we found this acceptable due to no lag (input, gameplay etc.) - The draw calls was low throughout the testing phase. Due to frame rate being good, this was not worried about. - Texture memory is processed at a constant rate with no changes due to the file size of assets and textures used. - We did not suffer and bottlenecks when profiling the game on the tablet due to how efficient the game was running already. Nitro – What went Good/Bad? - Good - Group work (in terms of consistency and meeting self deadlines) - Presentation of game (Menu, gameplay) - Quality (Assets, backgrounds, menus) - Gameplay (Simplicity, functionality) - Bad - Infinite level may spawn outside of reachable area onscreen. - High score is not saved after closing the game. - Only animated sprite is player car - Accelerometer controls are too sensitive. Nitro – Future Works - Based on the playability test results and the ideas our group has, we could make the following future changes: - Different levels with varying enemy behaviour - Improve on high score code so it is saved even after game is reopened. - Improvement on Accelerometer controls. - Difficulty levels for infinite mode. - More sounds/Sprites to notify the player when they do something. Nitro – Conclusion - In Conclusion: - As a group, we have learned how to collaborate and merge ideas in the design and development stages of the game in addition to the importance of teamwork and commitment within a group to reach an end goal. - We have now learned about the many stages that go into producing a 2D game from start to finish including planning, developing and testing stages. - We have learned a lot about coding for functionality in games such as player limitations and interaction within the game. - We have also learned that we could have expanded our idea on the game to become more bigger than it is at the moment.
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