[MUSIC]
Hello again!
In this video, I'm going to be tuning my game so
that it has a more of a final tuning of the gameplay that I'm happy with.
I'm still terrible at it, but I'm looking for fast and furious, and
I feel I get fast and furious.
So I want you to be tuning your game to the point where you're happy with how
it plays.
So let's jump in and talk about game tuning and playtesting.
Let's start by talking a little bit about playtesting.
When you're playtesting your game, always tune to your "Player Experience".
That means always think about your player experience.
And make sure that whatever you change in your game is creating that player
experience.
Just a reminder of what my player experience was,
this is the slide from way back in lecture number two in this section.
We had a Player Experience of Quick reactions, so
I wanted my player to feel like the game was fast and furious.
And that is what I need to bear in mind with every single tweak I do,
am I creating fast and furious?
Also, when you're playtesting, make sure you aim for challenging but winnable.
We play our game over and over and over and over.
And sometimes I see a lot of people create really
difficult games because that's their own skill level.
So just remember that your player hasn't played 1,000 times,
so your players haven't played the game as many times as you have.
And also look for bugs and problems as you're tuning, that's really important as
you're playtesting, you're playtesting to improve.
In the last lecture, we were playing around, just be crazy,
think of whatever you want, think of extreme tuning.
Now we're looking to narrow it down.
We're looking to find the bugs, the problems, and to get a tight tuning so
that it feels like a compelling game, and then ask a friend to play.
This is an important part of playtesting, is to ask someone else to play so
it's not just you.
So you can see straightaway if they don't know what's going on or
if it's too difficult or if they get bored very easily.
That's a key part of playtesting.
Okay, so I'm just going to jump back into my game over here, and
quickly show you the tuning that I'm going to do.
I've been playing around with it a little bit off camera, so
I've got some conclusions.
I am going to go for a one ball system for now,
just because we haven't created our code to accommodate ten balls bouncing around.
I think that would be really cool, but I don't want to do that and
then have to go off and reinvent all the code that we've created.
So it assumes one ball in a lot of places, so, we'll just do the one ball.
And then my paddle,
I think I'm going to return that back to the scale it was before.
Again, just for the sake of simplicity, where I'm going through and
teaching you guys how to do this.
And for you, you can evolve and change, and push it in all crazy directions,
but I want to keep mine a little bit vanilla.
In other words, a little bit neutral so that you can change it however you want,
now, what else do we need to do?
The ball, I'm giving the ball an almighty shove with a 50 on the Y Push,
I'm going to turn that down to 12.
So it's a good fast paced game, but not out of control fast, and
then what else do I need to do here?
My Random Factor, I'm going to put that up to 1, because that was kind of fun,
between 1 and 2 is kinda fun.
But sometimes the ball goes too slow with the randomness, it hits something and
then it goes really slow, and again, we can fix that.
My challenge for
you would be, how could you create a piece of code in there that would stop your ball
going super slow in those situations from a random point of view?
But I want to jump into the next section of course pretty soon, so
I'm not going to go and dig into those things.
But great challenge for you to take your game and
evolve on it if you see any of these things you're interested in.
Make sure we turn for our play space, I'm going to turn my collider back on,
my Lose Collider, and then, the score, where is our score?
That's on Game Session, the score per points, per block,
well, let's put that back to 83, shall we?
And I'll apply that to the prefab,
make sure you're applying all these things to your prefab, the ball.
I'll apply this to the prefab as well, so
it's relevent in our other sections throughout other levels.
And then the last thing I would do in my level just here to make sure it's
interesting and cool, I just throw a few more blocks in here.
Probably just the level one breakable blocks, just to make it interesting.
Duplicate and then move it across, while holding control, duplicate,
duplicate, duplicate.
And bring it all the way down to here,
duplicate just to add a little bit more spice in this particular level.
I think that's pretty good, I think I only just made one more extra block, so for
symmetry's sake, I'll put this block over just in there.
Okay, so I've got my level with some blocks, I think the tuning is pretty good.
I'd then play my game a whole bunch of times over to see whether I think it's
interesting, and the right speed, and is it too easy, too hard?
[SOUND] [LAUGH] Okay, maybe I just answered the question of too hard.
But I'm going for quick reactions, I wanted people to be playing my game,
going, what, that was crazy!
But I don't want them to be playing the game saying, aah, this is impossible!
So, you can see that I'm still pushing the ball out way too quickly or
what's my game speed at the moment, is it set at 1?
Okay, it's set to 2.61, that could be an issue.
So I'll put it to 1, and then make sure that the game speed isn't crazy out of
control fast, and now it's way too slow and boring.
So I'm going to give the ball a stronger push, this is the thing,
it's backwards and forwards, tune one thing, tune another thing.
Make sure you haven't accidentally broken something when you tune it, and
apply it to the prefab, just so I don't forget.
Click on play, this should be fast and furious, but not fast and
ridiculous, let's see if I can slow the ball a bit.
Okay, that's feeling pretty close, I'm happy with that amount of, my goodness,
where am I?
That's going on with my game, one ball, regular size paddle,
it gets up in there, this is cool, I want the player to fail a number of times.
The particle effects are kind of getting in the way of seeing the ball,
I think that's nifty as well, so I like that.
And then, [SOUND], when I hit that last one, okay, boink, game over, cool,
that was good.
That was the right sort of pace of what I'm going for for my game, so
I'm going to save that.
Make sure that my hierarchy is arranged nice and neatly,
breakable blocks, drop that into blocks, all looks pretty good.
Okay, playspace, great, so I'm going to save, and for now,
I'm just looking at the game play.
I'm not looking at the level flow from level to level to level to make sure
that's all tight.
I'll do that in upcoming playtesting, but for now,
I'm just looking at the core gameplay moment.
So the challenge for you, as always, here's my challenge,
this is what I'd love to see you get up to.
Tune and playtest your game, find the turning that you like,
as I did, go through that process of, is it too fast?
Is it too slow?
Is it too crazy?
Do I like it?
Get to the point where, yes, you've learned from your extreme tuning.
But you don't necessary have to leave the extreme-ness in there if it's not helping
your game.
Make sure the game isn't impossible, as I said, make sure the game
isn't boringly easy, that's no fun either, and ask a friend to play.
That would be the big challenge, I'd highly recommend you do that.
This is the stage of the course where you should be a little bit vulnerable.
And ask a friend, someone that you trust or a family member or a parent or
a sibling, say, hey, just give this a play.
And see if you can survive for more than ten seconds, or
whatever the challenge might be that you give to someone.
So there's the challenge, jump in, take that on.
In the next video, I'm going to give you a tool, a little technique that will help us
playtest through our levels a little bit more quickly.
And to be able to test out different scenarios.
So great work, and I'll see you again soon.