Sunday, 13 March 2016

Procedural Programming - Testing & Peer Review

To round this unit off, I have been tasked with creating a test document and a peer review for completion.

I have had my level tested by a peer, with two runs performed, one for playthrough purposes for peer review answers, and the other for testing. The test document consisted of 37 separate tests so to cover all of the transitions and animations within my level.

One segment of the test sheet can be seen below;


There were two issues within my level, one of which I had not seen before, and the other, at this point, is an unknown entity (the blueprint applied to the falling platforms in corridor 2 works for my peers, but only partially works for my own instance of the same blueprint implementation).

For the time being I have created a workaround for the falling platforms in form of a simple ramp up to the ending platform in the corridor.
The other issue however will take some further investigation, and tweaking within UE4, as despite the blueprinting for this element being solid, if the falling killer objects are destroyed in the process of killing the player pawn, the character will not respawn and break game progression. This would be an issue of the highest concern in the production of a full videogame.

I will be continuing to look into this issue both before and after submission date, to fix it and expand my knowledge inside UE4 that little bit further.

I also asked three questions of my peers, to gain peer feedback on my packaged level, the questions were as follows;

  • Do you feel my level presents enough challenge?
  • Do you think my level is long enough?
  • Are there any ways I could improve the level’s functionality?

I received a mainly positive response from the two peers I have had feedback from thus far, with the only negative point being that of the issue with falling platforms not respawning properly.
The questions regarding the challenge and length of the level in itself were met with positive responses, and as such I will be looking to improve the functionality of the physics based traps in corridor 2, though with an identical blueprint working for one of my other peers, it may be a tricky fix, I will work on fixing this effective immediately, and may use the unreal forums for help if necessary.

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