Fixes,Testing and changes (18th August)
- Ben Nichols

- Aug 20, 2021
- 3 min read
Over the last couple of days I have simply been fixing any issues that I noticed in the game. As with any game a bunch of nonsense issues came up during this final week. The biggest issue being that the collision box that was designed to take the player to the second level, wasn’t working in the build. This was a huge issue as it was working fine in previous builds and in the editor with the proper logic in the blueprint. After checking with a technicians they also didn’t see what the issue was, so in the end I decided to create a separate actor with the same collision script and that seemed to work. This was a very frustrating issue as there was no obvious logic to why this was failing. These are the types of issues that I was facing in the final week of development.
Test:
Example of one of my test results:
I did manage to get a couple of people to test this project(example above) in it’s ‘completed’ form and the main question I was trying to get them to answer was what was the most frustrating element in the game to deal with i.e. what was the most noticeable issue. One of the major issues was bought up , was that some of the players didn’t know where to go at the end of the first level.
The players were supposed to shoot down one of the wooden stands, which I tried to signify with cracks in the stand to show that it could be shot. This wasn’t clear to testers and one of the reasons for this was that the cracks weren’t clear enough. But in the end I decided to make it so that the door should be left open as it still maintains the element of surprise, yet is obvious to the player on where to go.
Additional I left the door open on the first floor so it would draw the players curiosity to look in the basement, thus find the hidden door leading to the second level.
Asides from this one of the player testers said they would like more weapon variations, this is something that I would do if I had more time as it takes a while to make sure that the gun is properly set up in the game. Another issue bought up was that some of the AI would when shooting would shoot in weird directions before turning to shoot at the player. This is just how the AI in the asset pack work as when they go from a cover state to a fire state they will instantly start firing regardless of the direction they are looking. I think this could be fixed with messing around the with the delays that the AI have on them to make sure that they look at the player then start firing but this is something that I will have to look at in the future as it’s out of my speciality.
Build:
I have just been making the game accessible to play through a shipping build. The reason that I want this is because it won’t show any of the text displays that are useful in the development build e.g. when hitting a collision box I might have text display that says ‘Box hit’ to show that it works properly. Additionally if I was to add a small prop to any of the levels a message would appear telling me to re-build lighting which would block some of the text in some of the widgets, so as a precaution a shipping build was more appropriate.
By making the game a shipping build meant that I had to make some adjustments to the game, mostly being that I changed the way that the door interact text would be displayed, so that it would show in a shipping build.

Apart from this, the game is ready to be submitted and I have just been making a gameplay video to submit as well to show all the 3 different endings off. Video below
Last of all it was bought to my attention that there was a lot of spelling mistakes in the game, so today I went through my game again proof read all the text and re-submit my game. As this is an assignment piece and more importantly a portfolio piece I want my work to be as professional as possible, additionally due to the narrative being told through text it is crucial that I send the proper story across.



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