This week we tested our game with Aden, our first design informant. He brought up a lot of excellent points about game usability, intuitiveness, and bugs we may have not seen.
Then, with a big list of notes, we set out to repair and polish the game. Here’s what we’ve done toward that goal so far:
Zip: http://www.pages.drexel.edu/~klw47/game/WEEK7new_v1.zip
Html/Swf: http://www.pages.drexel.edu/~klw47/game/WEEK7new_v1.html
Kristen Ward
This week our game has background music, thanks to Music Industry major Kiley Cubiciotti. I met with him this week to talk about the feel we were going for, and he was able to write three songs. So far they have received very positive reviews.
My main focus was revising the instructions walkthrough, so we can send it off to HESAA. It will appear in this finished state in the main game next week, minus title wrapping and plus voiceover. I added a navigation demo and a replay last example button, which works by either clicking or pressing the left arrow key (so that it can be used by facilitators) instnew4
I also vectored and buttoned the new title screen from last week and put it into the game.

As a group, we had a number of meetings this week to work out stray details. For one, we decided on an official title: Toy Detectives. We’ve even worked the story out to fit this, and our walkthrough will end with the avatar saying “Thank you for helping me find it! We sure make a great team!” . A child will come onscreen saying she left her toy at the train station, and can we help her find it? The answer will lead us to level 2…or to the end of our demo for now.
In this same vein, I redesigned the map screen, so that the avatar can stand on a hill near her “clubhouse” and look out over the remaining levels. We changed the police station to a museum, and the candy store level, which was deemed useless, is gone too. I have two versions of this map. The latter is in the file now, but this can be changed pending Dr. Hurewitz’s approval.


We had a long discussion about story flow, and decided that this new map could add an overall introductory element to the game, a starting point from which the story can jump off, and a “home base” – where the avatar brings her toy once she’s found it. In later levels, when you help other friends find their lost toys, those friends will meet up in the clubhouse once their toys have been found. This would turn the clubhouse into a place to mouseover and play with toys…but also a social gathering spot, reinforcing the core goals of our game.
In the game, I added the “got map” screen that appears when the ranger gives you the map, and added animations to the endgame sequence (duck drops off the helicopter now in the swf).
I also wrote down comments and helped fix problems which surfaced during Aden’s test, as well as facilitated the actual test.
Apart from that, I worked with Chris Alex on the Character selection screen’s button selecting functionality, and parked www.eye-venturers.org since we love the name and the mission so much.
Hours: 25
90% (still the animatic, but did a lot besides).
Next week:fully functional working avatars (nearly there, but they still need a few minor tweaks as Aden pointed out), powerpoint, intro animatic, reinforcer sounds with Kiley C. and Chris Alex.
I will help my team get the game all finished for the faculty and plan a good presentation, with our visual and verbal explanations being paramount to our success (aiming to improve greatly on last term’s presentation). Might try to make the ducks turn around smoothly.
Chris Alex
MAIN FILE
SWF
ZIP
TESTING
During the test with Felicia’s son, I monitored and noted selected navigation, perceptions of working/broken elements, and time spent on each element.
The informant demonstrated an active participation in the game in seeking tasks and rewards. There was consideration for exploration of the level, but each section of the level was explored to seek tasks/rewards. Little attention was initially placed on character interaction/dialogue, however, as the game progressed, the informant understood the characters as source of interaction and information, and began to readily check their input.
DIALOGUE BUBBLES
I spent a lot of time updating the dialogue bubbles to reflect the recent adjustment of opening the level and improving dialogue lines. The new dialogue is designed to give the player hints not just about where they can/should go, but also the tasks which they should be performing. For example, if the player has picked up the soccer ball, but not returned it, characters will hint to the player that a boy at the soccer field had been playing with the ball. They will also hint as to how to get to the soccer field.
This functionality has been tested up until the start of the duck game. It has not yet been tested beyond the play of the duck game.
DIALOGUE AUDIO
Another recording session is required for the updated dialogue. This will be done next week.
MUSIC
I added to the game three music tracks which were provided by Kristen and Kiley. The Main Map Screen, Park Level, and Duck Game all now feature a music track. This track can be muted on the options screen.
AVATAR CREATION SCREEN REDESIGN
I added functionality to the male/female selection. If male is selected, a dummy avatar will appear and can be modified with current color palette. This palette will be adjusted next week to fit either and/or both male/female avatars. Also, this data is preserved if the player exits and re-enters the Create Avatar screen.

I added feedback to all parts of the color selection. The selection for male/female works as it should. The feedback for the main menu (skin color, hair color) works while on-screen, but resets to its default highlight state if the player exits/re-enters the Create Avatar screen. Also, the feedback for the color picker has the problem of not actively remembering which color was last picked. This is a problem I’m still looking into.
DEBUGGING
I worked on some issues pointed out during last week’s meeting, such as one of the signs being cutoff, and some conditions related to entry to the level. Much of my debugging efforts went specifically into systemically checking and fixing errors in the dialogue bubbles. The dialogue bubbles have been tested up until play of the duck game.
There are still some errors in trying to get into the level before the Avatar has finished speaking (but if she does finish, it all works!), as well as re-entry from the main-map screen.
HOURS
Team meeting: 2hrs
Testing: 1hr
Music: 1hrs
Avatar Creation Screen: 9hrs
Dialog bubbles update: 9hrs
Dialog bubbles testing: 2hrs
Debugging: 5hrs
Total: 29hrs
Percentage: 90%
NEXT WEEK
- Add in-game Avatar color changing functionality/gender swap
- Add sound effects
- Finalize testing of dialogue bubbles (after duck game is played)
- Record updated ADR and place dialogue audio in game
- Debugging
Yan Zhao
http://www.pages.drexel.edu/~klw47/game/WEEK7new_v1.html
This week I squashed a ton of bugs. We also tested the game with Felicia’s son, whom provided many helpful feedback and found additional glitches that I worked on this week. The overall opinion from Felicia’s son was that he found the game fun but a bit too short, which is very good to know.
- The park level’s conditions now gets saved even if you leave the park level back to the stage selection map. Meaning no matter how many times you enter or exit, all the stage changes will remain intact (such as the gate being opened, the stuff in your backpack, and the dialogues).
- There were dialogue bubble issues with the park ranger when you first enter due to the Avatar speaking on her own. We had to set a constrain which FORCED you to listen to what the avatar says when you first enter the stage, meaning looking at the park ranger wont do anything until 3 seconds AFTER the avatar finished speaking her initial dialogue. This is to ensure the player knows what they are suppose to be doing when they first enter before messing around with things. This is also the only instance where we constrain what the player do.
- Fixed soccer ball issue. It appears where it should and it will transition correctly if you do not pick it up and moves left or right.
- I fixed almost everything related to the soccer kid. All his dialogues appear when they should now, I added a new condition to check if you got the Duck Whistle for some of the conditions for word bubbles. I also got the soccer kid’s pointing function to work.
- Soccer kid now removes the soccer ball from your inventory when you return it. I was able to prevent the soccer ball from returning to the scene when you no longer have it.
- The Soccer kid’s Hotspot had some issues, this is now fixed. You can mouse over anywhere on his face to trigger responses now.
- There was a bug where the soccer kid would give you the whistle over and over as well as making the soccer ball returning to your backpack. This was fixed.
- Worked with Chris to get many of the Avatar’s hint dialogues to trigger correctly depending on the situation, since we changed the level around a bit and opened it up, a lot of old hint dialogues had to be tweaked to fit the new situation.
- TO TED AND JERVO: When you guys are testing the game, try to talk to as many people as you can before doing any of the tasks such as picking up and returning the soccer ball. Try the following: Speak to park ranger to get the map and open the stage, go to duck pond to talk to soccer girl, go to soccer field to talk to soccer kid, talk to soccer girl again, pick up ball, talk to soccer girl again, return ball to soccer kid, talk to soccer girl to play game. Note that all these steps are NOT required to win the game, but they do show the possible varried conversation that could trigger depending on what you learned so far.
Based on some feedback from Felicia’s son, I’ve changed the following:
- Duck game was way too easy (I told you guys so…), so I made the game slightly harder with difficulty increments. The game now works like this. You goal is to find the ONE duck that is one of a kind in color. The first stage will have 5 ducks, 2 colors, 1 for target and 4 others of the same color. Pretty easy. Second stage will have 7 ducks. 3 different colors. 1 for target, and 3 for each of the remaining 2 colors. Third stage will have 9 ducks with 3 colors, 1 for target and 4 for each of the other 2 colors.
- Right now there’s no clear indication of what the goal is to win the duck game, I find it weird to have the target duck floating somewhere no matter what we do, so instead we will have the soccer girl tell you what your goal is before playing the duck game. This will be implemented next week.
- Due to the increased numbers of ducks, I removed the duck colliding function because it would be too crammed with 9 ducks later. They will overlap again. However this is a necessity. The duck overlapping however will NEVER interfere with tracking the correct duck, because the game is set to ALWAYS put the target duck on the top-most layer.
- You can now play the duck game over and over. But the difficulty increment will never exceed the third stage (9 ducks).
Overall I worked 15 hours this week.
Percent 90%.
Stuff for next week:
All I’ll be doing from now on is quality assurance by finding bugs and fixing them as more stuff gets implemented into the game, as well as whatever the faculty and Felicia requests.
Bridgette Smith
This week was very productive. We met with Felicia and went over our game. We also had Aden her son come in and play our game this weekend. The meeting last about an hour, and I wrote down 3 pages of notes from Aden’s suggestions and comments.
This week involved working on alot of in-game assets still and designing new things to be put into the game. I worked on the boy avatar’s shirt,so that it could move fluidly with the boy and his sleeves and torso can change colors. This week involved alot of work that I have continuously been re-designing and we drawing. Here are some slight element changes to the game
Here are rocks for the pond area in the level 1:

Here is an example of a few ducks moving if looked at (or mouse over) like the merryGOround:
duck_flap
Here is the whistle i first made, and the actual duck lure whistle which i made at a later date:

And here are some frames I did of the avatar boy’s shirt:

Total hours: 18
Percentage: 84%
Next week:
Complete more in-game assets