FMP – Final Crit and Feedback, Updates and Polishing and some new interactions/Visuals

Updated to visuals including Puddles

Originally the puddles in the alleyway floor were just squares due to the assets that i was using at the time and i wanted these to look more like puddles easily and so to achieve this i cut out some puddles in photoshop and added them into the scene as PNGs

The puddles were then places in the same location, resized and were then material changed to try and match the colourings of the floor to create the puddle effect.

Adding Text Guidance from feedback

Based on some of the feedback of the user testing where users wanted some more guidance and help on what to do next i chose to add some text prompts and instructions into the game itself as shown from the imagery below.

Adding additional interaction to Elevator

To make the elevator section somewhat more interesting i wanted to add the ghosting effect from the boxes in the alleyway to try and show what the players are doing on their side without needing to constantly look over your shoulder.

Adding additional interaction to Hotel Lobby

To continue this trend i also wanted to continue this ghosting or mirroring effect as well in the hotel lobby by adding some wine glasses that can be seen or interacted by the player on the opppising side as shown through images below.

Recording two player gameplay

After making all of these changes i wanted to record both player perspectives so two of my friends screen capture the game through their headsets and this was all then edited together into a interchangable video showing both perspectives for my presentation or final crit.

Editing Together the footage

All footage captured from both of my friends was edited together using premiere pro to intercut both perspectives into one another which is also now available to view on youtube for submission and the presentation.

Final Crit Presentation

The final presentation was created to display all aspects of the project including, story, screenshots, sketches, gameplay and user testing feedback ready.

FMP – User Testing of my experience (On location and remote), Questionnaire, Analysing feedback and now requiring OPEN XR

Changing to Open XR for testing

Due to the technical issues caused by the university computers i have now had to change my project to work with Open XR which is achieved by updating and changing the plugin management in the unity editor as seen below.

Futher updates are also needed to feature OculusXR to make it multiplatform with multiple headsets which is also beneficial for sharing the experience on multiple machines for multiple users.

Fixing the Hands for Open XR

Changing to Open XR did have some effects on the controllers and the tracking which meant that the hands positionings and models needed heavily adjusting to accomodate the change in OS.

Developing a Quest 2 Build (APK)

After having these issues i also wanted to have other ways of palying the game by also supporitng an Android APK build that could run natively on the Oculus Quest 2 Headset without the need of a tethered computer to further help with user testing and also making it more accessible around the universty and for the end of year show.

Conducting User Testing On-site

The user testing of my experience started this week onsite in the MA Virtual reality classroom with a majority of the testers being available to try the experience. The testing was conducted with only small issues occuring during the testing and minimal restarts or changes were required.

Conducting User Testing Online

he user testing of my experience started this week online with of the testers being available to try the experience. The testing was conducted with only small issues occuring during the testing and minimal restarts or changes were required but there were some issues orginally with sustaining network connection for both playing the game and talking to the users online for guidance and collaboration.

Questionnaire Creation

The questionnaire that was created asked the user about the three interactive elements of the experience including The three tasks, their thoughts on competition, cooperation and their overall opinion and feedback on the gameplay, level design and the games story.

General Feedback from Questionnaire

  • Player motivations differ greatly when playing cooperative experiences with some wanting to socialise and play together, others wanting to play alone without the stress of needing to collaborate with another player and some wanting to compete for entertainment.
  • Synchronisation and timing is extremely difficult between two real players which leads to unpredictability with certain blocks, precautions and mechanics needing to be created to monitor and tie together player progression through an experience.
  • More than one player can and will derail the story with most of the focus being drawn towards one another and the interactions rather than the story they are participating in. Linking back to player motivations where some players will want story while others may want fun gameplay.
  • Guidance and instructions seems to be extremely important to a lot of users with many not wanting to explore or figure out a problem for themselves, most want to be told what to do and where to go next.