Confidentiality Dev Log 4: Play Testing/Feedback
Throughout the development process, I tested the various functions of my game to make sure they all worked correctly. In this dev log, I will show some of the game functions in a video as well as detail some issues that I found or that were given to me as feedback from other testers and how I fixed them.
These videos shows the functions of the player working correctly as I am able to crouch, open the vent, climb the pipe and take down the enemy correctly.
This video shows the restart function working as intended when the player is discovered by an enemy.
However, while testing these functions I also discovered that the colliders relating to the pipes needed to be adjusted. This is because the player drops too early while vertically climbing so the player can fall if they aren’t in the right position and the colliders activating the player animation to move horizontally are placed too close to the vertical pipes so that they can cause the player animations to glitch out if they don’t navigate the pipes the specific way I did in the first video displaying the player functions correctly.
This video shows these errors that I discovered have now been fixed allowing much smoother and less precise movement as well as no animation glitches when climbing the pipes to navigate in the game.
This video shows a bug reported to me by external testers of my game that allows the player to crouch while they are navigating the pipes. This breaks the illusion of the pipes in the game. This happens because the player is still able to enter the crouch animation while climbing which is definitely not intended to happen. This happens because the player collider at the top of the player object is disabled when the player crouches so the game no longer registers the player as being in horizontal pipe animation trigger.


To fix this bug, I had to change how the script for the horizontal pipe movement animation worked so that it is similar to how the pipe climbing function for the vertical pipes works. To do this I used an empty game object linked to the ‘pipeHCheck’ variable and a layer mask linked to a new layer created for the horizontal pipe animation trigger. This meant that the top collider of the player object being disabled no longer stopped the horizontal climbing animation from happening.


The testers also discovered a visual error in the end screen of the game where the title was clipping with some text. I easily fixed this by adjusting the position of the title sprite in the end screen scene.
This video is a play through of the finished game with all the errors and bugs mentioned fixed.














