Week #4
Feedback changes #
Deliverables #
In this week we should update our project, use all feedback sessions with potential users.
Feedback #
Sessions #
Conduct at least three sessions with potential users, describe detailed user reviews
In this week we present our current project progress to three groups of people (distributed by age) and collect some information from their feedback to improve our game.
School company. We presented SignGame during a break between their IU school lessons. They liked the concept of the game and its design, but they said that the game is not enough fight content.
Innopolis University students. We asked to play the game our friends who study at the university. They also liked it, especially they note the design is great. But they added that in our game there are no variety of levels, deceptions and traps, which is very base feature of the platformer genres games, and that there are more places where code needs to be optimized.
Parents. We also asked some of our own parents (with average 40 y.o.) to play our game to identify problems with the older generation. They liked the playstyle, as well as its dynamism. But they replied that due to the lack of any train content, they were hard to understand the game mechanics.
There were main takes that we bring from all groups
Analyze #
Describe the important points that you received from the user feedback, what issues and with which priority you created.
We came to the conclusion that, regardless of age, our game everyone likes, but there are several problems or game misunderstanding. To solve them, we need:
Add game-learning content to describe players main game mechanics
Add boss content and a few enemy types
Remake level logic to room generation
Improve level content, adding some traps or other dangerous entities
Improve and optimize code style
Resolve bugs due code conflicts
We are completely focused on the performance of these tasks. At the moment, we have not completed some of these issues, but are configured to be resolved to project demo.
Iteration & Refinement #
Implemented features based on feedback #
Lights and particles #
Traps #
Damage receiving #
Vertical platform #
Store items #
Death Screen #
Settings (BETA) #
New level logic: room generation (BETA) #
Minimap #
Performance & Stability #
How would we measure the performance of SignGame?
To measure performance, we will analyze 2 most popular metrics:
Frames Per Second (FPS).
- Purpose: have as minimum 60 FPS for target platforms
Memory Usage (RAM).
- Purpose: minimize RAM usage to deny some game freezes and crushes.
Note: now we almost do not observe pr control these parameters. These are our musthave goals after the implementation of all the necessary features
Documentation #
In this moment we have only README file which describes
Main game lore
Team members: their names and project tracks
Install instruction
Some additional technical information
For futute we will improve this documentation, adding some useful and technical information
ML Model Refinement #
For this week, we improve model accuarcy by increasing dataset and add variarity in size of syntetic images in dataset. For future increase input demension to 256x256, also find with gridSearch best hyperparameters like batch_size and threshlod
Weekly commitments #
Individual contribution of each participant #
Danil Valiev #
Feedback tasks distribution, Taskboard managing
Team and TA meetings organization
Valeriia Kolesnikova #
UI and design of Death Screen
Changed shop view, added shop item animation
3 new shop items
Shop buying logic
Sviatoslav Fediaev #
Fully developed enemies land movement
New enemy type: Patrolmen
Enemy attacks: optimize old and added new for new enemies
Egor Savchenko #
Added new level system
Added level minimap
Resolving conflicts while merging content into Development and Main branches
Stanislav Delyukov #
New enemies animation: moving
Remade gameplay, graphics updates
Attack sprites and particles in coins, damage receive, checkpoint
Nikita Stepankov #
Add saving of user drawnings
Partially integrate model to Unity code
Improve model accuracy
Fanis Zinnurov #
Developed spell book: the history of casted spells
Corrected the effect of the spell that causes the effect on the cursor
Plan for the next week #
In Week 6, we plan to:
Release Week 5 bugfix
Prepare project for release production
Develop bossfight, add new rooms
Optimize code and project size
Confirmation of the code’s operability #
We confirm that the code in the main branch:
- [✓] In working condition.
- [✓] Run via docker-compose (or another alternative described in the README.md).
Innopolis University | Capstone project | Summer 2025