Week 5 – February 16th

This week, we primarily focused on team bonding activities, building two new prototypes, and conducting playtesting.

Team Bonding

After an intense four weeks of development, we had a relaxing team bonding session. We went axe throwing and had dinner together, which allowed us to finally unwind and brought us closer as a team.

Sci-fi Intro Scene Building

After discussing the game’s story framework, we plan to complete and showcase our sci-fi intro scene, which involves calibration and a short tutorial, before the Halves presentation. We also plan to demonstrate some prototypes we’ve developed, such as archery and diving, so we’ll need to iterate on them.

Diving Prototype

We have created a diving prototype where players need to hold their breath underwater to maintain oxygen levels. Players can also surface and inhale to breathe. In the future, we plan to add more interactions and provide players with clearer goals.

Playtesting on Multiple Prototypes

Archery Prototype

The archery prototype was considered the most fun among players, though the enjoyment primarily stemmed from the archery mechanics rather than the breathing aspect. Breathing was perceived as a supplemental feature rather than a core mechanic. This suggests that while the activity itself was engaging, integrating breathing in a more meaningful way could enhance its role in gameplay. Players appreciated the real-world connection of archery and found the experience fun and satisfying overall.

Diving Prototype

The diving prototype provided the most immersive experience, where breathing played a crucial role. Some players found it so immersive that they momentarily forgot they wouldn’t actually drown. This indicates that the connection between breathing and the game environment was highly effective in reinforcing a sense of danger and realism. However, this level of immersion also introduced feelings of nervousness and hesitation among players, which could be further explored to balance tension and comfort in future iterations.

Rocket Prototype

The rocket prototype was the most intuitive for demonstrating breathing as a game input. Players quickly grasped how their breathing controlled movement, making it an effective way to showcase breath-based interaction. The precise control required for this prototype made the gameplay feel interesting and engaging. This suggests that breath mechanics, when implemented in a direct and responsive manner, can lead to a satisfying and intuitive gaming experience.

Each prototype provided valuable insights into how breathing can be integrated into different gameplay scenarios, which highlights both its strengths and areas for further refinement.

Challenges & Adjustments

After several playtests and discussions with our instructor, we have come up with many new ideas, but we have also encountered numerous new challenges and future issues to address.

Calibration

How to prevent frequent removal of the VR headset? Should this be done before or after entering the game? We think it’s better to ask players about their breathing style first and then provide a corresponding belt that fits their style. It might also be helpful to include two modes for different breathing patterns.

Matching the breathing patterns to real actions

Do we want the actions to feel natural or artificial? The design goal is to immerse players in an experience that starts with an artificial sci-fi world and transitions into a more natural one. The game should provide clear feedback so players know if they’re on the right track—this should be a linear progression with continuous feedback both through the UI and the environment.

Choice of Movement

  1. Continuous movement where direction follows the headset.
  2. Thumbstick controls.
  3. Teleportation.
  4. Move-in-place mode.

We aim to find the most efficient movement method—likely having the game handle most of the movement while players focus on breathing.

Diving Interation

For the diving section (something people don’t often do), the player needs to swim, avoid enemies, and dodge bullets while controlling their breath, especially when emerging from the water.

UI

Should there even be a UI? How can we convey the player’s current status clearly without overwhelming them? Perhaps we can use a unified color or transparency system to indicate the status.

Plans for Next Week

We aim to address the challenges and questions mentioned above and further refine the elements we plan to present at the Halves presentation:

  • Complete the sci-fi intro scene.
  • Create a clearer level layout.
  • Develop the breathing-based ancient door interaction.
  • Refine the movement actions.