Training Day - Beta Release

 

Testing

 

We carried out two types of testing during our beta release. These are user testing and exploratory testing. User testing was carried out at ABB. Users were observed playing the game and after were given a questionnaire and a consent form. These results were then compiled into testing report documents and passed on to the rest of the team to implement fixes.

Exploratory testing was carried out on a sprint by sprint basis in two-hour slots.  Different systems were stress tested and the results were noted. For each testing session, an analysis document was compiled and shared with the team. Bug fixes and small changes were made from the analysis document. 

 

 

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Scorecard integration

 

Upon completion of a task, the user is presented with a scorecard. This scorecard quantifies their performance. The user is shown which steps they performed correctly and incorrectly. They are given a grade depending on their score. This grade can be used to quantify a users competence on a given task and to create friendly competition to achieve the highest score. 

User feedback

 

As the player carries out tasks they are given visual and auditory feedback depending on their performance. Should they perform an incorrect step, their score will decrease, an error sound effect will be heard and GUS will tell them the correct action they should take. In contrast, if they perform a step correctly their score will increase and they will hear a 'ding' sound effect.

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AWS Polly Integration

 

Through the integration of AWS Polly, we can now generate dialogue lines from Unity through a CSV file. The result of this is that we no longer need a voice actor whenever additional dialogue is required. Should a customer wish to implement additional functionality in the application they can now generate and implement GUS dialogue easily. As a product, Training Day is now scalable due to Polly and the scenario builder from Alpha.

Animations

 

Gus now has multiple animations that he will perform depending on the user's actions. Animations include movement, celebratory and defeated. Gus also now displays facial emotions such as smiling, winking, and anger. Gus has a move to command that takes a transform which Gus will smoothly move to. 

 

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