Sunday 8 December 2019

Eterna Hunt Beta

Eterna Hunt Beta

I have been working towards making a complete beta for my game "Eterna Hunt" over the course of this module, with some success but lots of difficulty.

Here are some screenshots from my current beta.


Screenshot of Eterna Hunt
Source: My Unity Project

Screenshot of Eterna Hunt
Source: My Unity Project

Screenshot of Eterna Hunt
Source: My Unity Project


I updated and tweaked my map a little bit and added trees and grass and path textures to make the map feel less boring and more fleshed out. I updated my UI and added a timer element to the game, though with little success. I spent quite a lot of time looking at tutorials and sample code and none of it worked for me. Speaking of script, I also spent hours trying to fix my health script. I managed to fix the code so now the player health goes up when they collect hearts, but for some reason the hearts in the UI don't update.

The spider enemies function perfectly well and look, move towards the player and attack the player however the damage script is not working. Again- I tried to figure this out for quite a while but to no avail.

I made multiple enemies and collectables and scattered them throughout the map- so the game would be perfect as of right now if the code was working.

I'm aware that a beta is supposed to have bugs ironed out but with my laptop being so slow and my lack of knowledge of scripts I did what I could towards building a beta.


I am meeting my targets by working on my project every week and implementing new features and updating the map and existing features towards creating a playable finished game. I am using my existing knowledge from tutorials and readings in order to create my game.

Overall I am pleased with my progress despite the setbacks and complications- as I am a complete beginner to Unity and game development I'm surprised I've made it so far. I hope that one day I figure out how to code so that my game can be fully functional and live up to my original vision.


Tuesday 3 December 2019

Games Testing

Games Testing

The first reading I explored discussed the topic of how to give constructive criticism and why giving criticism is important. The second reading goes on to discuss the concept of playtesting and how to make the best use out of it.

Criticism by itself isn't helpful to a person if it's just negative- it can lead to arguments. We typically let our emotions speak before our logic so it's important to really question what you're giving criticism instead of just saying that you like it.

Constructive criticism is both positive and negative in terms of feedback- such as telling the person what they did well in their work and then also what they could improve on or things that can be avoided. This can help people grow in their work and also avoid hurt feelings or coming off as a personal attack or insult due to the structure of constructive criticism.

It's important to give valid and unbiased feedback- feedback that is free of personal taste or opinion and is credible and helpful since everyone has different tastes and opinions and it's not useful to the other person to push your own views onto them. It's also important to be in depth about what you're giving constructive criticism on, such as specifying what would look better eg. size and line spacing rather than just saying that you don't like it.

As a designer it's important to playtest your own games and to set up conditions for other people to playtest your games so that you can get useful information from other people's perspectives.
Playtesting with people who play games is very different from playtesting with game designers as the gamers are the target audience and therefore the feedback gotten from them can be far more valuable as they would be the people who eventually play the final product.

Playtesting without the designer in the room opens room for more observation from the testers and is called blindtesting.


Person testing a game
Source: Armed with Science


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