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IAT 410 Team Aquila: Playtesting

IAT 410 Team Aquila: Playtesting. Stephen Ramsay (sramsay@sfu.ca) ‏ Eric Chen (ecc3@sfu.ca) ‏ Mohamed El Eryan (meleryan@sfu.ca) ‏ Phil Larson Gurp. The Prototype. Was entirely multiplayer focused Through an Internet connection two players would face each other

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IAT 410 Team Aquila: Playtesting

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  1. IAT 410Team Aquila: Playtesting • Stephen Ramsay (sramsay@sfu.ca)‏ • Eric Chen (ecc3@sfu.ca)‏ • Mohamed El Eryan (meleryan@sfu.ca)‏ • Phil Larson • Gurp

  2. The Prototype • Was entirely multiplayer focused • Through an Internet connection two players would face each other • Each player had 5 troops and 2 airplanes • Each turn the units could move and shoot to a limited degree • The player who kills the other player first wins • Can be accessed here: http://www.sfu.ca/~sramsay/iat410/prototype/IAT410- Prototypev0.3.5.exe

  3. The Process • We did our prototyping on Thursday October 11, 2007 • We got 4 people to run our prototype (3 guys and a girl, all students)‏ • We did two sessions with a one versus one in each

  4. Our Users • We used two laptops connected through the Internet • We recorded the users as they played and monitored them

  5. Screenshot: Connecting

  6. Screenshot: Combat

  7. Screenshot: Victory

  8. What we learned through playtesting • Bug where units could go on top of each other and merge: very popular • Overall prototype was a simple game but strategies were still developed and all the users reported that they enjoyed playing it

  9. What we learned through playtesting • Users were confused over controls as no instructions were provided • Users were also confused over stats and how much health/movement each unit had • (systems need to be implemented to make a process of information delivery)‏

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