Whiteboxing and First Playtest for Mystery Mart

This past week, as a level designer, I drafted a "whiteboxed walkable map" (shapes representing items on the map) of the level I previously imagined (for "Mystery Mart") and had a few playtesters roam around the environment to try to break it and provide their feedback.

  • Description of layout changes from original top-down layout
    • From the beginning, I added a complete parking lot, and decided to place the player directly inside of it. Even after the first play-test editing, I have decided to keep the layout start and finish in the parking lot, as would a regular shopper driving to a grocery store. The only major additions (or subtractions) would be the following:
      • Fixing the edges of the virtual world
      • Removing one single car spot, in which the character will need to find this spot to park in.

  • Before and After screenshots of whitebox
    • Map Only

    • Before Edits


      • Notice in the above screenshot that there are gaps in between the corners of the parking lot (space imaginable for non-playable cars to move in and out of). In the After photo, these gaps have been removed as the feature didn't seem to be of positive experience.
    • After Edits
      • Here there are only slight-noticeable differences, such as blue collectibles hidden in the grocery store, an orange wet-floor sign trap located in one of the aisles, as well as removal of one of the cars in the parking lot (used for the beginning of the level where the user will need to use in order to park).
      • I've also included some terrain using Unity's Terrain Tool, which should later be replaced with scattered trees surrounding the suburban grocery store's parking lot

  • List of feedback received during playtest
    • "Make it a timed level."
    • "I like that it's large and explorable."
    • "Start the player closer to the entrance so they're not led to believe that it's a car dealership" (tester A).
    • "Looks like a car manufacturer or dealership" (tester B).
    • "You spent a lot of time creating this."
    • "I, too, would like to see the customer be able to find a place to park before the game starts."
    • "Once you add in collectibles, it will look really great and enjoyable."
    • "No suggestions."
    • "Fix the colliders and utilize the space by maybe adding a second floor."
    • "You could make it maze-like but rather block off aisles."
  • Critical analysis of feedback
    • What changes will you make to address feedback?
      • As per usual with most playtesting, users attempt to break your level (which may actually be the goal as a designer in the initial stages since not everything is set in stone). Users have found glitches in the RigidBody elements including the Standard Assets player, and gaps in the space where the player can fall of the virtual world. Since this glitch may cause the game to end with no option to play again, I will need to create a re-spawn script so the player can continue the level.
      • Two of the playtesters mentioned that the parking lot reminded them more of a car dealership instead of a grocery store (due to the blocking of inanimate objects). This will, however, be dealt during the asset-creation/asset-implementation stages by adding names, logos, and imagery.
      • A lot of the other comments provided, such as "make it a timed a level" are things that will have to occur after the whiteboxing period takes place (as it usually involves script-writing).
    • What feedback will you not address, and why?
      • I will address the majority of feedback provided since I agree with the users opinions. The only thing is that many of these concerns regard UI/UX design, rather than elements of whiteboxing. Timers, Re-spawn scripts, Logos, and other imagery are all things that will have to be considered after the whiteboxing stage. 
      • One playtester requested use of multiple floors in the grocery store to increase the level of difficulty. While this would be realistic in a mall-like setting, it would make sense in a grocery shopping simulator.


Other background information:

Overview

Welcome to your favorite supermarket, but this time you cannot ask anyone for assistance because all of the store clerks and shopping assistants are missing! Designer: Jonathan Cope

Goal

The player’s goal is to find all of their groceries, which seem to be hidden in the wrong aisles, and check out through self-checkout before a timer runs out.

Gameplay

The player can take the time that they need to explore the parking lot and grocery store. They will need to find the groceries on their list, but they’re not in their intended aisles. They cannot ask for help since the store employees are all missing. They will have to roam around the store until they can finally find the items they need. Once they have, they can check out and find their car in the parking lot.

Obstacles: items are misplaced, store-branded items are harmful, trying to leave the store early, and possibly bumping into other shoppers.
Mechanics: collect a cart, walk around the grocery store, collect groceries, check out.

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