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