25th March 2019 – 25/03/19
I started off the day through creating a plan for the week as through having a plan, I can structure my week and try to create the game and manage my time correctly, I understand that I must start research and also try to restructure the game to make it more understandable for myself, as I understand that I have lost track of what I need within my game and it has made the game harder to create overall. Below shows my plan.
I decided that I would try and debug the health issue to begin with as if that doesn’t work then the player will not understand what to do after they have attacked and have no basis on how they would do more damage to the enemy or the amount of damage they would do. Along with this I would like to create the turn manager and allow the player to be attacked or its a tutorial where the player can only attack the enemy. I wanted to try and make the different types of status effects through different cannonballs, but that can be done later after I have completed the turn manager and allowing both the AI and the player to attack each other. Then I thought it would be good to clean up the code and allow it to be easier to understand to myself and everyone who would look at it.
To debug the current health issue I tried to make sure that I got a lot of research done as I wanted to try and change my game so that it would be more functional through changing my code and this is where I started to try and look at different Phaser games that are created as Turn-Based combat, but none of these would help me in what I would like to do as they were also an RPG placed into the game, also they were placed in ES5 classes, which look different to ES6 Classes and therefore I found them quite hard to read and because I wanted to be more productive with my time, I decided to try and research more on other websites to try and see if I could change my game to allow it to function. This day I feel like I did not get much done as I tried to research the game a lot more and tried to look at other examples of turn-based combat games which would never turn out as I would like them to and this stopped me from finding viable information that I could use or understand to allow me to adapt my game.
26th March 2019 – 26/03/19
27th March 2019 – 27/03/19
Today I went to see my tutor in the morning and he told me how to create a battle manager through pseudo code allowing me to create a turn manager for my game. I personally feel that I need to restructure my game from scratch though, as I feel like I have overcomplicated my code to the point where I felt I had little functionality in my game as it was getting difficult to change different bits of code. Meaning that it would be hard to replicate in the future and I realise as a coder, its about problem solving and because I made too many files that had different classes in them, it made it really hard to keep track of what I was doing. Now I realise that this was due to a lack of planning. Therefore today, I am going to create a plan on how I will create my game. This I feel would be the best use of my time as then I have an idea of what I will create and have a plan that can be followed. This will be done with pure Javascipt, HTML5 and CSS as I feel it will be simpler for the game I am making as I feel I have over-complicated this task as I didn’t understand phaser for creating a turn-based game. Below I have shown the plan I had created to make the game and what I would like from the game when I have finished with it. I was able to learn CSS through using https://www.w3schools.com/css/default.asp as it was helpful into using classes from HTML5 and how they should be used to style the HTML5 I will be using.
I have also found this image which I will place in the background of the canvas: https://opengameart.org/content/ocean-background
This asset will be used so that I can create the background of an ocean that my ships will battle. It will be stationary, however, I do want to make either it or the players move later on in the project if I have extra time. I will try to create the basics of the game. I have also decided through the restructure that I will not place damage over time abilities such as fireballs or venomballs.
28th March 2019 – 28/03/19
Below is the strucute of my main body of the html file. It contains different divisions of codes within the class known as game, this is the main bulk of the game and is based upon the enemy and the player characters. Implementing the placeholder ship sprites on each ship as it will allow me to know where each character is placed in the game. They all have their own base classes that can be referred to and this will be important for creating the game through CSS and give values to the widths, heights etc. which will be completed later on.
Now I have finished the HTML so far to my plan, I have decided to start using the external CSS file, this is automatically loaded with a body, which is perfect as I am able to create the type of text that I would like to use, I am using Arial as it works with mobile development too, or else I would try and use Papyrus as it is a pirate type font. The Ocean image has previously been referenced to from where I found it on OpenGameArt.org. As it was perfect for a ship combat based game. Underneath I referred to the game class by placing a dot before it in the CSS file which is known as a class selector, whereas if i wanted to select an id I would use a # to select it. When creating the game, I made the position as relative so it will be relative to the original values it is given, this is good when using a property such as left or right, where it will always be the value from the left or right. Overall this allows me to create the base of the game, through giving me the background to place the different images and text in the game. I have made it relative to the background too, stretching the image but not too much.
Below you can see me creating the classes of both the player and the enemy, I have also positioned the players/enemies HP and names. When placing the .enemy and adding another value of the enemy class which is the stats class, you just show them placed as one after another. This was tricky to understand to begin with but started to make sense the more I used it. When creating the position as absolute it refers to the position of the previous class that it is linked to, therefore the enemy’s stats are shown being left and up from the ships original location. The height of the enemy shows the position of the height that it is placed in the game, this is the right ship. It will not be as easy to understand where the enemy is for people looking at it to begin with, however, as I am working with the ship I understand where its location is, but as it is just a placeholder currently, it is good as it will be changed in the future. The ship class of the enemy and player allows me to refer to the size of the ship and how big it will be on the canvas and how many pixels in the right of the screen it will be. These will be similar for both of the ships as they are both going to be similar other than one being player controlled.
After this I decided that I would create the bottom of the screen as the User Interface and how the User will interact with the game, as you can see down below, I use the box class to create the bottom part of the screen that will be used for the player to attack the enemy with the buttons being stylised and a message showing the player what is there course of action. This was set up similarly as the game class was. I did have to change the game class so that I would create the game to be usable on a Samsung Galaxy S6/S7, and this is good enough for the time, hopefully I will be able to allow this game to fit to the screens of different mobile devices, but if it fits some, that will be good for me as it will be able to be played on the larger phones but the screen will be slighlty smaller. I also show the skills and how they are created as a button. I used the colours that I did to highlight the buttons to the palyer and showing them what they will want to be interacting with. I also used some maths to calculate the buttons size through showing it as 50% and showing the – negative pixels of the parent through parsing the percentage followed by a negative length, the whitespace in the middle between the subtraction is important otherwise it would come up as an invalid function. This is a good function to use, especially for creating multiple buttons as it allows to create a box that will be created specifically to be calculated based on the .box class. This is starting to be shown as an idea of what I would like the game to look like before it becomes functional and is satisfying so far for the eyes of the player in my opinion.
I decided to create a hover and active function which will change the colour of the button dependent on if it is hovered over for a PC user, showing they can click the button on the screen. Whereas the active method allows the class to change the button to a different colour showing that the player has selected it. This will work on mobile as a click and touch will both count as the button becoming active.
29th March 2019 – 29/03/19
Belwo you can see the function for the cannonball, all of the abilities will be similar where there will be text confirming the enemy has been hit or if I have missed, the miss rate will be quite low for the basic attack and therefore easier for the player to actually hit the enemy. Each ability will be different including an ability I would like to include later which is a gamble on whether it will kill the player instantly or the enemy instantly. When I created this I must comment out the player move = 1 and enemy abilties to make sure that it worked or else it would come up with an error and not change the enemies HP. Below where I show the players attack, I have created that critical value so that I can change it dependent on if I want a critical hit multiplier in the for loop and will use it for every ability so far to see if i would like to change it, if i made the second variable < 3 then I would do 3 times the damage of the enemyHP = enemyHP – 20. However, I feel later I will just set the critical hit value to be a simple value to make processing the game easier.
Here I have created the ability to kill the enemy or player instantly, there is no critical hit rating on this ability as there is no need to have one, I also understand that I have redundant code with the missRate as it shouldn’t really be called missRate. However, this doesn’t matter too much as it doesn’t lag out the game at all when running it. Also it works as intended either killing theplayer instantly or player instantly. I have also removed the playerMove = 1 as it is an end game feature. I want to improve this in the future for a player to use this ability only when they are below 30% HP. This isn’t too important however, as this is not core to the gameplay, this will be changed if I have the time to do so.
Below I started to create the enemy functions and I based these upon the players abilities. However, they do not need to have the first if statement because the player will go first all the time in my game allowing them to have an advantage. However, I understand there is still more that needs to be done, tihs allows me to have a good template of what I would like to create tomorrow.
1st April 2019 – 01/04/19
Firstly, I started off by creating a plan of what I will be doing for the week. As you can see .
below is the most powerful shot that the enemy can do, they also have the same functionality as the previous abilties, there are four abilities for the enemy to use, two weak and two strong, but they will choose the abilities at random, and might end up killing the player first when playing against them.
Here I created the enemy move function which will allow the enemy turn to start, as one the player has used their ability the playerMove = 1 therefore will change to the enemy turn as in the if function the playerMove must be 1 and the enemyHP must not equal zero, this will mean that it will function as the enemy is alive. Along with this I also created a movePicker variable which will give me a random number between 1 and 4, I realise though I must change this so that it is between 0 to 3 as that willbe the array of movs as the enemyAttack is the array that runs the functions.
Here I have repaired the enemyMove function which will allow the enemy to hit back, currently I have made it so that the enemy does attack the player, however, as the message shows up but there is no damage that is done to the enemy and sometimes the enemy health goes back up. This will need to be fixed the next day as it will allow me to allow the game to work. I added .call as it calls the function itself to work.
I have also come across a few problems on the loops as I have not put the right numbers into each loop as I was rushing through the creation of the abilities and messages that will give you feedback to which move they have used through the wording of the message, this allows the player to work out the ability instead of being directly told it. There will be many tweeks to make sure that I am able to create a good battle for the player.
2nd April 2019 – 02/04/19
I was planning on creating a timer to give the player the interactivity and making it a game rahter than the enemy just being hit over and over again. However, I felt that this would be one of the worst ways of doing it as I could just create a button similar to card games such as HearthStone or YuGiOh where you can end your turn. However, unlike card games where it is multiplayer and there is a timer counting down when a player willl end their turn. As when the player attacks the playerMove will = 1 meaning they can no longer attack so it will become the enemies turn. So by adding this button the player would not be able to pass their turn and it will allow for a linear game design that wont automatically kill the player.
I decided to change the box class to ui as i thought it was a more appropriate name for it as it is functioning as UI.
When I was trying to fix the enemyMove to do damage, I placed enemyMove() in each player ability to call it at the end of the skill’s use. However, this would automatically make the enemy attack the player and the values would be increased on the enemy player. This is becasue I was making the abilities in a similar way to the players, and because of this I mistyped the enemyHP will be lost from the players main health. This can be seen below.
the images above show that when i was creating the code to attack the player, I was into the typing of destroying the enemy and I managed to keep it as the enemyHP that would be minused from the original playerHP which would create a loop where the enemy would lose its HP then it would reset to the players maximum health and it would take a while to kill the enemy and not do any damage to the player. Through fixing this, I have been able to create a turn-based attack system that would cycle between both the player and the enemy. I used the code below to create a turn-based system but I did not create a timer that could be used so the enemy would fire back instantly.
playerMove = 1; // updates player move to create the enemy turn.
I decided to change this and went for a button that would end the turn and the image below shows that it has been reverted back to its normal state where the player move = 1. This is because I have linked the enemyMove() to a button up above and this would create a button that would allow the player to end the turn.
Currently the game has the end game underneath the main screen where it will be played on a mobile phone. This is because I am still deciding whether I should place the end turn in the UI box underneath the messages that are being shown with a pirate theme. Or if i should place it underneath the enemy ship so that it is shown as a different part of the UI and make it so that the player knows that it is not an ability.
I have used CSS to move the End Turn around the game to show where it should be in particular and I feel that it has a good place above the skill bar as it is clear enough to show that the turn has there is an end turn button and it will be simple for the player to understand that they need to use an ability before actually attacking the enemy. Here I have moved the CSS and added values to make it appear at that position which has also been shown below to show how it reaches that position.
Overall, I have done quite a lot of debugging today and allowed myself to complete the game working with only PC website functionality, I will have to add the mobile phone controls the next day in order to create a mobile phone experience that a player can enjoy. I also feel that the game is still casual even though there are multiple buttons on the screen. This is because the game is easy to figure out and has basic values that can be learnt through attacking the enemy. I may also add a restart button so that when the player either kills the enemy or wants to restart, they do not need to refresh the page and there will be a button that can automatically do this.
3rd April 2019 – 03/04/19
When I decided to start coding today, I found a bug with the end turn button, as the height would not be able to equal what I wanted it to be as it was determined by the font and the font size as well as the width of the the button. This meant that when I declared a height the button would not be pressable outside of the button but it would obstruct the heavy shot ability. As when I hovered over the heavy shot button it would not turn an off-white colour showing I have hovered over it. However, to change this all I needed to do was change the height value to 100% of its value as then it would just cover the end turn button. This is what the code looks like now in the CSS down below.
I decided that I would like to upgrade my code and place some touchstart code into the buttons on each of the skills in the html file. This is shown in the image below where I have the onclicks which will perform the code as well as the touchstarts that will perform the code after the player has touched the screen. There is no need to place a comma after the onclick function in the html as that is how it works in HTML.
Then I decided to test it out through using the toggle device toolbar which allows me test for the mobile devices that I am using. I can set different resolutions for different devices, its based off a samsung galaxy S6 Screen which I will test as a mobile test device as it is easy to test on the phone I own. This shows the different abilities working and the hover effect over the last thing that has been tapped as you can see on the end turn. I feel this is a good unexpected touch that I have in the game as it allows the player to know what skill they have previously used in the game.
Along with this I decided to upload it to my website it order to test it on a mobile device, this was shown through a screenshot below that I have taken with me on my mobile device playing the game. This shows that the game works and it has not crashed at any point when the player or the enemy dies.
This means that the game is complete and fulfils all that I wanted from the game. I will add more to the game however, as there is a restart button that I would like to add if the player instantly dies through using Pirate’s Wager, and I would also like to know what else I would have to change through the testing that I will get from other people.
I then discovered the onclick works for both mobile devices and PC’s which was good as I could take out the code touchstart as it was taking up unneccesary processing power. Along with this I decided it would be a good time to updated my code and change every loop to values of the abilities to flat critical values, I also feel that it might be better to make the player and enemies health increased to prolong the fight and allow for more turn based action within the game, rather than having an instant fight that is finished within a few seconds. Below you can see the changes I have made to the exploding shot critical, this will allow it to run faster instead of looping through each critical for a 2x attack, I have also scaled down crit damage to make it a more fun game against the AI.
I have changed the Pirates wager ability and made it do a significant amount of damage, and this means that it doesn’t feel like a gimmick ability. It would be good to have an ability like that in a larger game as it would be used as a joke ability. Whereas now it has more of an impact as it can either really damage yourself as a player or damage the enemy with a large shot on the enemy. The only problem is, people will probably reset the game when they lose a wager. This would happen either way as instinctively players do not like losing. Hopefully when I test this, I will let the player have free roam of the game and see what they do and through observation I will see what they choose to do. Below shows the changes to the pirates wager with a new variable I have created specifically for it, I also had to add the player move = 1 as its now a useful ability rather than one that kills them instantly. This also shows the different variables for the player and enemy HP. I also had the change the original values within the HTML file too.
This is a good finishing point for this day as I have allowed the game to be more fun for the player by changing a few values for the player and enemy abilities. Along with this I have created a game that is functional on both PC and Mobile fulfilling what I would like to do, as I have decided placing a burn ability would take some time to understand. This is still knowledge that is grey to me, and will probably create a whole restructure of the game.
4th April 2019 – 04/04/19
As I was ahead of schedule today, I decided to focus some of my time on creating some of the assets for the game and this includes the creation of both the ships, I will keep the placeholder as it has a good design on it. However, I will spend some time trying to make the game look better and entice the player into playing, this is because most of the time, the player is enticed to the game through the graphics, they will not be high quality. But it will help in showing off the game.
I feel I could have done better today as I have tried to make different pixel art designs, but none of them are feeling any better. I think the best course of action will be to keep the placeholders as they are plain and dont have too many different visuals. I feel the pirate ships look perfect as they were and anything I have tried to change will probably ruin the look of the game in my opibio I only have to create a questionnaire that will allow me to test the game out to different people. Then I can see what people think about the game. This will then allow me to change the game to make it more user friendly or interesting for the player. I will see on the day that I get feedback if they would like a different design, as then I could probably make the ships a bit bigger, but I feel the original ships should be fine.
5th April 2019 – 05/04/19
Today I have created the questionnaire, this has a mixture of quantitative data and qualitative data and I will use it to get a varying amount of results. These results will allow me to restructure my game to be created towards player. I understand that they are similar to the previous questionnaires that I have done. I have added a few more questions on the qualitative research as it allows me to get into the mind of the player. Also this time my game is complete and therefore the feedback will be a lot more useful as then I could change certain aspects of the game if the testing group decide it is a good idea. I did not add much more to the quantitative data survey as it was a good set of questions and will hopefully show me that I have improved the game and made it suitable for a turn-based game that people will enjoy and find responsive.
Overall, I feel that I have done quite well during this iteration, as when I have been having problems, either I have fixed the problem through finding stuff online or just been able to create it through my own knowledge and over the past two weeks I feel that it was the best idea to change the game to make it the same game, but with minimal changes. Creating a turn-based game the way I was trying to on phaser without the knowledge was not a good idea and through understanding where my weaknesses were, I was able to strengthen my game and simplify it to the point of completely solving my problem. This was a great learning experience as I have understood that as a programmer, when a problem appears a lot, then there is a problem with the way the code is structured as it hasn’t been planned out properly. This is why the game was a lot easier to create the second time around.
25th April 2019 – 25/04/19
I decided that I would make my questionnaire slighlty different now as I decided to do a bit of work to my game as I think I will put a timer in the game through setInterval() and I will ask if the player prefers the button to end their turn or if they would prefer the button to end their turn. Below is the code showing the set interval. This also meant that I had to take the end turn button out.
The amendments to the questionnaire are placed below. I feel that this is important to place in, then I can see what the user prefers and if the player would prefer the setInterval then I would use that instead. I have the code for both currently and will update the github when necessary if the player prefers setInterval. I felt it was important to also add whether the game was too easy as I wanted to make it for a challenge to the player if it felt too easy. This means that the game wouldn’t always result in a win and would feel like a challenge.
Now I have both versions of the game, I feel more confident about the game I have created as I can tell what the best version would be to use as the main game. Now I will only have to get answers to the questionnaire and then I can make changes to the game if they are possible and able to be done within a reasonable timeframe.
Monday 29th April – 29/04/19
Today I have tested my game with 10 different people, I feel this allows me to get a good insight into the opinions and have a large statistical base on where I should take my game next, this is through using my previous testing plan. There were a large range of varying results of what people enjoyed about the game and what I can change to make it better. Firstly, I will analyse the statistics and make conclusions on each of the results.
From the data that was collected in the quantitative part of the questionnaire, I have understood that multiple people feel tha the game is responsive to their touchs on the mobile phone screen, more notibly when they were playing the game using the button rather than the timer, as people were trying to spam the buttons when using the timer. It is also a very good sign that most people know how to navigate the game really well as they understand how to navigate the UI on the screen, this is because there is a very simplistic and minimal buttons so I feel this allows the player to know exactly what to do on the screen. Then there was the third question asking the player how easy it was to understand the damage that was done while playing the game. This is because I tried to make the damage values show only when an enemy attacked the player. But this also confused the player as they would not know the damage values that well. Along with this I feel that I am not completely targetting fully towards a casual audience as they would want to know the damage. But I was taking on feedback from the previous testing from Sam where he told me to keep it simple but allow the hardcore players to understand what is going on deeper. So I decided to make the damage only be seen through the HP text and let them figure out the best abilities. This may also be used through the descriptions of the ability such as Pirates Wager, where I should allow it to have a description telling the player its high risk, high reward. This would be easier to do for PC, however as there is no way to allow the player to hover over an ability on mobile which is one of the bigger constraints. A lot of the players enjoyed the graphics of the game too, this is suprising as I still had the placeholder ships, I would have like to have seen the results if I had used the other ships in the game and if the players might have liked them better or got an overall lower mark if I used them. One of the most important questions I feel in my opinionis the how fun was the game, as most people thoroughly enjoyed the game, I understand i placed it as very good, but it was more of a scale of 1 – 5. If the game is fun for the player, then this allows there to be more faults in the game that arent game breaking as the player is enjoying themselves and that is one of the key points of a game, to allow the player base to have fun. I feel this quantitative data was very useful to allow me to understand what is at fault with the game. There is also Qualitative data which will allow people to elaborate on the faults of the game and then I will decide what I can change through time constraints and if I will have the time to implement the changes in the game and the high demand of the change as if people feel that it is most needed then I will try to place it into the game to the best of my abilties.
1. When playing through the two versions of the game, did you prefer the button to end your turn or did you prefer the timer to be shot back at?
With this question it was similar to a quantitative. However, most people were split on this decision as there were 6 people who preferred the button and 4 people who preferred the timer. So, it is mostly preference, I feel that most people liked the end turn button as people then have an extra button to tap on and allows for more interactivity for a fast fight. I decided to give one more player the test to see if it resolved my problem, as if it is only 60% of the people who liked it then I am not catering fully to the audience. The last result was that they preferred the button. This allowed me to decide that the button version of the game would be the best course of action to take.
2. When playing through the game, do you have a great understanding of what you are doing?
This question was a 100% answer of yes and that everyone understood exactly what to do, I also tested 2 people who do not play games often and they thought it was very straight forward. One person said that they did not understand what pirates wager did fully. I maybe should give an updated version that says they have done damage to themselves to show it and hopefully they will understand by the name that it is high risk, high reward.
3. Is there anything that you would change in order to let the player understand what they are doing?
4. Through playing the game, did you enjoy the battle?
Everyone said they enjoyed the game and that they liked the back and forth gameplay and how shots would sometimes miss as they were able to have close matches and werent always winning really easily. One person enjoyed the end turn button as the skills werent easily spammed/used quickly to end the battle fast and it would allow for a fun battle.
5. Is there anything that you would like to be added that would increase the enjoyability of the battle?
The most common answer to this was using animations in some way to make the battle more interesting, I will try to add cannonballs if possible so that it will be shot at the enemy/players ship and maybe if i find a way to make a GIF I could make the boats go up and down so that they look like they are moving in the sea.
6. Is there anything that you liked/disliked about the skills? If so, what?
Most people liked the skills in the game and nobody found it too easy, two people didn’t understand pirate’s wager too much. They did like the variety in the skills and enjoy them, once again it was just that people did not understand what the skills did, and therefore I will make this work better as I have stated previously in question 3.
7. What is your overall opinion on the User Interface of this game?
In this question everyone thought that the interface was simple, easy to use and understandable. This is the type of feedback that I wanted as people could get into the game simply and be able to get into the fight straight away. Once again people said that it would be better to have animations on the UI such as cannonballs for the feedback on the UI and add descriptions to the skills. The common theme was to try and add something to allow the player to understand the damage they have done through showing the damage through text.
8. Was the game too easy? If yes, what would you change?
Not a lot of people said it was too easy, as they had a challenging fight and had fun through the battle scene. The thing that people liked about the fight was pirates wager, as it had a high risk, high reward factor if you were about you lose, you could sway the course of the game in your favour. Along with this, people wanted the enemy damage to go up slightly, I feel that I will make their basic attack a little stronger so that people will be able to have an extra challenge to the game. Also one review said that they stronger shots such as explosive shot could get a cooldown, so that they cannot be fired again straight away. I could do this through creating a variable where they had to use it, the variable would change to 1 and when another ability has been used, then they could use the shot again. I will obviously have to test this and get a few players to test this and see if it gets too hard. If so, I will revert the changes to the game.
I feel that the testing went well compared to last time. This is because I had a fully functioning game. It also allowed me to make certain decisions about my game, such as using a button now instead of a timer due to a majority of people preferring the button. Also I will add some text when the different shots are fired showing the damage they have done to the enemy and allowing the player to know how much damage has been done. I tried to make it casual but hardcore with the different shots showing the damage on the enemy and having text lines showing feedback of the shot the player has been hit with. However, it probably was a better idea just to tell people they have been hit and the damage they have taken. I will also try to get an image made for the ship being destroyed and hopefully that will improve my game. I would like to get all of this done, but it will might be difficult to do, whilst doing other work currently.
Changes based on testing results
I had time for a few minor changes, and I thought the best changes to make would be the feedback so people understand exactly how much damage they take and how much they are doing to the enemy as they can read the UI above the players and enemies heads. But its that bit easier when people understand when they have got a critical and the base damage values. It also helps reach out to the more casual audience as then they can make the best use of each skill through knowing how much damage each ability does. As I have depicted below, the code has changed slightly to take the innerHTML of the class message by ID and I will change it dependent on if a skill gets a critical hit or if it gets a normal hit. Its obvious to the player when they miss as it says it within the text and therefore I do not need to change that.
Obviously when I changed this, there were problems that arose as the original font size was larger, and therefore I had to go back to the CSS and tweak the font size until it was large, but not too large that it pushes the end button and restart button to the right on the screen. This is testing that I have had to do throughout to check that everything has been working as CSS can unexpectedly do something you don’t want it to do. Below I show that the UI Font Size has changed.
Here is the changed text and I feel it looks slightly better smaller. When I tested this on my phone, the text size was easy to see for the user and still functions perfectly for the mobile version. This means that I have been able to take the user feedback and apply it to make it a lot easier for the player to understand.
I have also exceeded my expectations of what I would get done throughout creating the game as I managed to create extra things into the game scene through testing myself and having people test throughout development. I thought that a restart battle button would be useful then people did not need to restart the game and it was more of a quality of life change but it allowed the player to jump straight back into the battle. Along with this I was definitely happy with the way testing went as it focsued more on what the player thought of everything on the screen and the values and I went into more detail allowing the player to give me more feedback and how I gave them two versions to play either with the timer or end turn and how people reacted well to both of the tests that I gave them. The testing was not perfect however and in the future I could still make my questions more refined by making them either clearer or giving a place where they can expand further at the end by asking them if they have comments on the game that were not in the questions. However, I feel throughout doing both iteration 1 and iteration 2 I have clearly allowed myself develop through understanding where I was going wrong and what I had to change. As a programmer it is important to have problem solving skills and instead of getting invested into the code too much, you need to take a step back and see it from a different point of view.