Not too long ago we had our first play testing of Cybersaurs, and with that gave us a great opportunity to test the dynamics of our game and get a clearer look on how players react when thrown into these team based situations and how our game design worked on teaching the players how to play our game. Throughout this first blog I will be reflecting and analyzing the game and design chooses that didn’t work as intended and what became an issue throughout this first play test. Explaining what happened, what lead to this happening, what was the cause and possible solutions for the future.
Gunner Controls:
Gunner Rotation – it was evident that most people who played the
gunner role for the first time were completely confused in terms of controls and how to shoot. multiple players were seen just flicking the analogue stick in a direction and expecting the cannon to move, it did not. which lead to much confusion on how the gunner was expected to move the cannon. What lead to this was a lack of information given to the player though our instructions page as it only showed a controller with arrows pointing outwards on ether side of the right without any text or images for further instructions. Therefore, naturally, the player would assume the rotation would
be instant.
The main cause for this issue is a lack of any form of audio or visual
feedback to the player to help indicate that they are doing something. If a player moves a stick or presses a button there needs to be some form of instant feedback the player can use to determine that something is happening and a lack of it would only cause the player to think that nothing happens or they are not controlling it right and will proceed to use other controls to get try and get some form or response from the game. This is bad, you always want the players to have some form of pre-conceived notions on how to play before they actually get into the game itself, we decided to use a instructions screen but for this to be used effectively the information in it needed to be accurate.
Possible solutions to this issue would be to create and implement both audio and visual feedback the player receives instantly when attempting to rotate. This can be in the form or gears cranking to sound like the cannon is getting ready to move or an arrow pointing in the direction the cannon will move in and have it full up over the time of the delay. Along with this incorporating the word “HOLD DOWN” into our instructions page would tell the player that the controls are not instant and would be delayed. However there was times that players didn’t use the instructions screen and went straight into the game itself. Other solutions to this are:
- Artifical loading screen to show all controls before moving into the game.
- Player Select Screen to allow what role each player wants before going in and displaying there respective controls.
- Having the controls on the game screen itself means that players would always have access to them and have an easier time figuring our what to do.
Gunner Shooting – the issue was that players would often just press or spam both the triggers or bumpers on the controller and not see or notice the charging bar underneath their teams health bar which caused much confusion on how the player was meant to fire the cannon.
There were multiple elements that lead to this happening, Firstly, our instructions page only had an image of two arrows pointing at both triggers on a controller but their placement was more on the central on both triggers leading people to think that the bumpers were needed. Secondly, there was no text to indicate the player needed to hold down the triggers in order to shoot and instead most people ether pressed once or spammed the triggers hoping something would happen. Lastly, the charging bar was just underneath the teams health bar and was a lot smaller in height. This meant it could be easier to miss and not notice as the gunners attention is focusing on the cannon itself and where they are aiming instead of on the their teams health.
Along with this the charge bar would fill up with a yellow bar, which was chosen by me. I though yellow would be a good colour as our early
mock-ups for our level had our UI off the level itself and on the background which would be space and therefore would contrast nicely of the black background and be easily visual. What actually happened was due to the lack of assets and a proper level design, we put a number of placeholder assets in to fill the gaps with lead the background to become a large orange, red
and brown landscape, like the surface of mars, and made it very hard for the players to see and distinguish the yellow charging bar.
Possible solution
s to this issue would be, firstly, add more information to the instructions screen, this could include having images on both triggers and the word “HOLD DOWN” to help tell the player they need to use both triggers instead of bumpers. Adding similar pictures onto the main game screen so the gunner can always see what buttons they need to press could also be useful as they will always have access to it. Secondly, moving the charging bar to somewhere where the gunner can see it much more clearly and not have to look away. An ideal spot would be having a charging bar on the cannon itself, this would give instant feedback to the gunner, and driver, without having to move their attention away from the game and gives a clear indication on how long it will take to fire the cannon so the driver and gunner could then coordinate when to move to get a perfect shot.
Overall the gunners controls were the biggest issue with our first play test, due to a lack or miss interpretation of the information we had gave the players.