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Writer's pictureDaniel Henshaw

Primary Research | Survey Breakdown




Evaluation:

Our survey results have influenced a lot of decisions both mechanic wise and art wise. Me and James took into account all of these results and they helped us come up with our final idea for this game project. We asked many questions on this survey ranging from questions about the audience, about the types of mechanics, and styles/levels. After a couple weeks of running this survey we decided to export all of our results into an Excel document. This allowed us to sort/filter data for better understanding of our audience and their opinions.


Our idea for the target audience before starting this project was aimed towards 18-24 year olds. We decided on this target audience because many gamers in this age range have experienced retro ps1/original Xbox style games such as Doom, Quake, and Halo. Our survey revealed that the majority of players will be around this age range which is perfect. 66% of our survey answers said they played halo and 41% said they played Doom which is perfect as we wanted to base our maps on these games.


We decided to include a question on mechanics people would like to see in a movement shooter. People seem to want wall running, sliding, mid air dashing and more. These are great ideas for some mechanics we could include within our project. We already had the idea to include wall running and sliding in our project so these results solidify the inclusion of these mechanics. Mid-air-dashing is also a really good idea and would work really well within this project. This idea would be a great way to include player abilities depending on a class system they can choose when the game starts.


We didn’t know whether to include weapon pickups like how halo’s weapon system works or to use a system like call of duty with player created classes. Our survey result seemed to want a mix of both. I like this idea as it allows players more variety in the weapon selection. For example players will be able to choose from a range of weak weapons with the opportunity to pick up weapons such as rocket launchers, snipers, and railguns.


The majority of people wanted to see headshot sounds & hitmarkers. This adds satisfaction to the project and makes users aim for headshots. Hitmarkers are also a useful way to show players they actually landed a shot on their enemy.


Many players would like to see a range of weapons but the majority of users wanted to see snipers. Snipers are really satisfying in many different games such as csgo, valorant, and call of duty. Another weapon users would like to see are SMGs and ARs. These two categories are used in almost every shooter game. As there will be a huge range of weapons in this game I will need to make my weapon scripts very reusable. I could do this using inheritance.


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