So the first set of tests has started! As we have finally made the level
fully completable! The tests so far seemed to go quite well, however some
tweaks still need to be made to make it a fully functional level that players
can understand.
So far, here are the things that have worked!
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Main computer in the central room (yes its floating as we have no stand for it yet!) |
First of all, the initial 'Use the computer' worked perfectly, as when the
player has ridden the lift to the central room, they look around a bit first,
but then go to use the computer. Once they do this they seem to press number at
random, but eventually notice the map on the wall and enter the number shown
there, this then allows them to explore where they are.
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Darkened Corridor, with the alarm light guidance. |
After a while of walking around the facility and trying to figure out what
to do, the alarm eventually goes off, the lights go out and they seem to get a
little confused...However, due to the first area being the only place they have
been able to do anything so far, they seem to run back there, run to the
computer and enter the code again! BINGO! This is exactly what I wanted, and
has worked for the three testers we've currently had test the level.
All of the testers, when questioned after they player the level, thought
that the alarm lights were guiding them even though sometimes they didn’t
actually follow them. Adam, seemed to learn some of the layout before he
eventually stopped, which meant he didn’t really need the lights to get back to
the centre. Ollie pointed out that the lights were like those on an airport
runway, showing a plane which way to go, which was great feedback as this shows
they’re doing exactly what was intended!
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One of the codes showing in the dark. |
Something that also worked correctly was that Adam and Ollie both realised
that codes would appear in the darkness! Thanks to Ollie exploring and walking
to a dead end just in time for the alarm to turn the lights off, the code
appeared, and from then he understood that some codes would be in the dark!
however, Adam thought this when he went on to complete the 'Jump Room' as the
code there is slightly in the dark (though I think I need to make it a little
darker to get the point more across)
Although it takes some time for them to realise what to do, the testers
seemed to eventually learn what they had to do! Unfortunately, a few issues in
the kismet prevented some of them to actually continue so we had to go back to
editing the level a bit to make it fully functioning.
Now for the things that didn't quite hit the mark!
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Map Showing in the Main Room as the alarm is going. |
Unfortunately, the first thing is the map. Although this might work with
other testers, Adam and Ollie both decided to wander that facility themselves, Ollie
thought to note down the map, but ended up not doing so, and unfortunately didn’t
truly learn his way around the level. Though Gary eventually resorted to
looking at the map to see where to go! The other point of the map was the first
indication to things being able to be seen in the dark; however this didn’t
really come across as intended, as they just seemed to think the map appeared
and reappeared when the alarm went on and off. I might leave this as it is, and
just suggest the darkness in another way however. I think I will see if showing
a code in a dead end of darkness will suggest that to the player.
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Jump Room entrance, showing the hint and the height. |
The 'Jump Room' seemed to be alright, however only Adam realised what he had
to do, but it was quite difficult due to the fact he didn't know where to jump
and so it seemed TOO trial and error. Though we have added some markings in
that room now to suggest the jump pattern, which he eventually noticed, but
that was after countless tries jumping up and falling down! Gary found the jump
room, however didn’t know what he had to do, he noted down the markings, but didn’t
know what to do with them.
The way I’m going to fix this is by having a platform already protruded,
showing that the way is up and to jump up there, but also have the lowest platform
visible as well, so they know where to start. I also realised that I hadn’t put
a window in that room showing that the objective would be on the opposite side
of the wall, which was my original intention, so I will also add that!
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The Computer Keypad, showing the symbols on the right. |
Ollie seemed to understand that the symbols on the keypad corresponded to
the different rooms, however Adam didn't. When he found the codes with the
symbols next to them, he didn't actually pay attention to the symbols, just the
codes, therefore was never able to open the other rooms!
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The Stairs leading to the Water Room |
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The 'Important' Water Room Door |
Finally, one thing that I never thought would be an issue is that one of the
test room doors seemed to act as an important section of the level. According
to Ollie and Adam, the 'Water Tank Room' (granted they didn’t know what was on
the other side) seemed to look like an important door, as it matched the doors
in the main central area and the stair cases on either side, mirrored each
other, showing some kind of grandeur...? This was actually interesting to see
and hear, as it was something I never really took into account when I was
creating the level. So to fix this I’m either going to keep it the same but add
a symbol next to it to show its just another door, or I will change the door to
match the other test chambers.
Below are the videos I recorded on fraps with Adam and Gary, although they are quite long in length, its proof that the tests occured! So watch if you wish. (They arent great quality, I had to compress them so much to get them to upload on here...)
We will be continuing with tests over the next few weeks, and will
eventually have a fully working level to the standard we want! After that, I
will be posting a walkthrough of the level to show what it is we intend with
each area, and how it works.
LATERS TATERS!