Friday, 15 April 2011

Week 12: Game Evaluation

In the end I need to remove the story element from the game, because I did not have enough time to add it in.  although  I had to remove some of the features from the game, because I did not have the knowledge to add it in. I believe that the features that were removed also removed the horror element from the game that was in the design documents. Over all the game is  fully completed, and I have tested it on several people. The in the game texts that tells people what to do has help to tell people where to go in the game so they don’t get lost. When designing the game I think I was focusing on the wrong parts. I should have  focus more on the gameplay instead of the look of the game and the Kismet sequences. I spent most of my time making complex Kismet sequence instead if thinking about that fun of the game. Next time I will think more carefully about the game that I am asked to make instead of rushing into it.

Week 12: Test Table

1. The Flashlight
To make sure the flashlight can be toggled on and off for darker places in the game.
F key before flashlight is required
F key after flashlight is required
F key before flashlight is required = flashlight does not turn on
F key after flashlight is required = flashlight runs on and off

2. Level 1 Streaming
To make sure the correct level is streamed to the main level
Start game
Start game = level one was streamed

3. Level 2 Streaming
To make sure the correct level is streamed to the main level
Walk into teleport on level one
Walk into teleport on level one = level two was streamed

4. Level 3 Streaming
To make sure the correct level is streamed to the main level
Walk into teleport on level two
Walk into teleport on level two = level three was streamed

5. Level 4 Streaming
To make sure the correct level is streamed to the main level
Walk into teleport on level three
Walk into teleport on level three = level four was streamed

6. Level 2 - 3 keys 
To check that the main doors can be opened once all the key cards have been acquired. 
Try to open door with 0 key cards
Try to open door with 1 key cards
Try to open door with 2 key cards
Try to open door with 3 key cards
Try to open door with 0 key cards = doors does not open
Try to open door with 1 key cards = doors does not open
Try to open door with 2 key cards = doors does not open
Try to open door with 3 key cards = doors opens

7. Level 2- Main puzzle
To see if the right combination of colours is accepted for both sides.
Accept combination with wrong colours
Accept combination with right colours
 Accept combination with wrong colours = not accepted on both sides
Accept combination with right colours = accepted on both sides

8. Level 2- Teleport
To see if the player is teleported to the next level once they completed the main puzzle.
Try teleported before completing puzzle
Try teleported after completing puzzle
Try teleported before completing puzzle = does not teleport player
Try teleported after completing puzzle = does teleport player

9. Level 3- Unlocking both main power rooms
To see if the main power rooms are unlocked once all the switches have been turned off.
Try to open main power rooms with no switches off
Try to open main power rooms with all switches off
Try to open main power rooms with no switches off = doors don’t open
Try to open main power rooms with all switches off = doors opened

10. Level 3- Main puzzle
To see if the right number is selected so the lift can move up to the next level.
Wrong number to try and move lift
Right number to try and move lift
Number wheel  past max number
Wrong number to try and move lift = lift does not move
Right number to try and move lift = Lift moves
Number wheel  past max number = Number wheel resets back to 1

11. Level 3- Teleport
To see if the player is teleported to the next level once they completed the main puzzle.
Try teleported before completing puzzle
Try teleported after completing puzzle
Try teleported before completing puzzle = does not teleport player
Try teleported after completing puzzle = does teleport player

12. Level 4- 2 keys
To check that the main doors can be opened once all the key cards have been acquired.  
Try to open door with 0 key cards
Try to open door with 1 key cards
Try to open door with 2 key cards
Try to open door with 0 key cards = doors does not open
Try to open door with 1 key cards = doors does not open
Try to open door with 2 key cards = doors opens

13. Level 4- Door puzzle
To check to see if all the doors are working properly so the player can get trapped.
Walk around the maze and check the doors
Walk around the maze and check the doors = All interp actor doors open and close

14. Level 4- Drop Teleport
To check to see if the player is teleported if they fall off the edge in the finally room.
Walk of the edge an fall
Walk of the edge an fall = Get teleported back to the top


15. Level 4- End game
To see if the game closes once the player reaches the end on the game.
Get to the end of the game
Get to the end of the game = message displays for 5 second then game closes it self

Sunday, 10 April 2011

Week 11: Level Progress

As this is the last week for developing my game, I have to remove the story element from the game, as it will take time to write the diary elements and to make a scale form pop up. I have been having problems with my last puzzle. I can toggle the visibility but not its collision. There is a set collision node inside of kismet, but using it with toggle hide and the different switches, causes the puzzle to not function the way I want it to. Some times you get a visible block with no collision or the complete opposite. When I got people to test out my game I found that they get lost, and don’t know what to do. I have started to make announcements using kismet, to tell the player what to do for each section.

Sunday, 3 April 2011

Week 10: Level Progress

Let again I had to remove another features this week. This time it’s for the third level. I wanted to have bots walking up and down the level and when they see the player they chase them. I got the bots to walk up and down the level, but I could not get them to chase the player. Although I thought this would be a fun feature to put in. There where also some other problems that went wrong with the bots. they turn rate was slow, and they ran to fast. I couldn’t fine away to slow down the bots without slowing down the player, so I chosen to forget about the bots walking round the level.  For the lift on the 3rd level puzzle. I got it so matinee plays it from it current position. This allows me to have multiple matinees effecting the object.

Week 10: GPUs and CPUs

This week we have been looking at CPUs and GPUs. The question that I have been asked to research is, how does a low spec hardware effect a high spec one in games. From analysing 10 of the games from these two links (http://www.tomshardware.com/reviews/game-performance-bottleneck,2737.html
 http://www.tomshardware.com/reviews/game-performance-bottleneck,2738.html) I have notice a common pattern in some of the graphs for most of the games. When the CPU is reaching its load limit the GPU’s load limit is less, this causes the frame rate to be for the game. When the CPU load is low or not a its capacity, the GPU load is increased to its limit nearly, and this also increases the frame rate as well.