Nitro Final Game Presentation

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.