This week, our team focused on preparing for Quarters and integrating the feedback we received to better define our future direction.
Additionally, we iterated on the Archery prototype and developed a Rocket prototype.
Quarters Feedbacks
Prototype feedbacks:
- All feedback was positive during the playtest. Every time a player fell to the ground, the audience reacted with gasps of surprise, which successfully evoked emotion and brought everyone’s focus to the game.
- They preferred the archery VR prototype more. Reasons include breathing serving as a supportive mechanism rather than the main mechanic, as it is in Flappy Bird. Additionally, archery is a real-world activity, and it feels satisfying when the in-game action aligns with real-life movements, making the choice of mechanism feel natural and meaningful.
Preferred Experience Genre Ideas:
- A more relaxing game prototype, such as surfing.
- Practical applications, like improving sports performance.
- Health-focused experiences, such as meditation or rehabilitation support.
Design ideas/suggestions
- Enable players to experience breathing in a real way.
- Overlay mechanics onto an existing game.
- Introduce Player vs. Player mode with interactive real-world elements (e.g., if players can see each other’s breathing).
- Establish an interaction cycle: Input → Affects breathing → Player tries to control breathing → Performance improves, influencing the next input.
- Add mechanics that challenge players’ breathing and disrupt gameplay.
- Implement breathing visualization to enhance experience.
- Be mindful of the negative feedback from breathing (some might increase pressure)
- Provide reminders before physical interaction with playtesters.
- Consider handedness and other personal differences when designing mechanics.
Prototypes & Technical Progress
We integrated a newly acquired commercial sensor into our prototype and optimized the Archery prototype. To enhance the impact of holding one’s breath while drawing a bow, we adjusted the mechanics: if a player holds their breath at the right moment, they gain an eagle-eye view, allowing them to see their target more clearly. Our tests confirmed that the new commercial sensor is stable, comfortable, and suitable for long-term use.
Additionally, we implemented a platform controlled by breathing patterns, where players must maintain steady breathing to balance and rotate the platform effectively.
Rocket Prototype
During previous tests, we noticed significant variations in how players breathe—both in style and intensity. To better understand comfortable breathing patterns across different players, we designed a Rocket prototype to visualize these differences and collect valuable data.
In this prototype, players must match specific breathing patterns, such as inhale, exhale, hold, fast breathing, and slow breathing, to progress through simple levels. This helps us observe whether these patterns feel intuitive to players and whether matching them causes discomfort.
Challenges & Adjustments
- Calibration Issues: We discovered that when players wore the breathing belt too loosely, inhalation detection became unreliable. Moving forward, we will improve calibration to ensure players can complete breathing-based challenges comfortably.
- Chest vs. Abdominal Breathing: Players who breathe primarily with their chest had less detectable breathing patterns compared to those using abdominal breathing. To address this, we plan to identify each player’s breathing style during calibration and adjust detection parameters accordingly.
Plans for Next Week
- Participate in Playtest Night to showcase the Rocket prototype and Archery prototype.
- Develop a Diving prototype to test whether holding one’s breath is both feasible and engaging.
- Create a simple narrative framework to connect the game’s story elements.
- Clarify our roadmap for before and after Halves.