Engineering Design Process
Step 6: Test & Evaluate
Checkpoint 3 - (3/4 complete) (Beta Version)
Win!
Part 8 – Scoring (positive feedback)
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Lose
Part 9 - Counting shots fired (negative feedback)
Optional: Moving Obstacles! Lava obstacles AI enemy follows player Health Bar Timer Ammo runs out & ammo packs(or replace ammo with batteries) |
Rubric:
At least 1 scoring system exists and appears on the screen as a HUD or debug property. It gives player real-time feedback in the form of a timer, healthbar, number of pick-up items, number of shots fired, ammo count, etc. The number or image must go up or down.
There is both a lose and win scenario, and one of them involves properties/scoring.
Win
When player does something correctly, they win by changing to a win screen or the next level.
Lose
When player does something incorrectly, the level resets or tells them they have lost.
At least 1 scoring system exists and appears on the screen as a HUD or debug property. It gives player real-time feedback in the form of a timer, healthbar, number of pick-up items, number of shots fired, ammo count, etc. The number or image must go up or down.
There is both a lose and win scenario, and one of them involves properties/scoring.
Win
When player does something correctly, they win by changing to a win screen or the next level.
Lose
When player does something incorrectly, the level resets or tells them they have lost.
Beta Playtest |
Q & A - Quality Assurance |
Before you combine your levels, ask another student from another team to playtest your game. When they test it, you should have a game that is 90% done.
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Seek out someone from a different team than your own to test their game for quality assurance. Write down specific technical documentation using constructive criticism to critique their project and help them improve it.
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