This week, our primary focus was on preparing for the Halves presentation. We iterated on our diving and archery prototypes, discussed our progress with instructors and consultants, created presentation slides, and rehearsed.
Diving Prototype Iteration:
In this version of the diving mechanic, we integrated the visual environment with our system and added a bubble UI as feedback after the player breathes. This update enhances immersion, and players no longer experience the same confusion about their breathing state as before.
Retrospective:
Following our Halves presentation, we conducted a retrospective to analyze our progress, extract key learnings, and define our next steps.
What We Have Accomplished
So far, we have developed four prototypes showcasing different breathing mechanics, each aimed at exploring unique gameplay interactions. We also designed an introductory scene to establish a narrative connection and provide context for the player’s journey. Our initial story structure is now in place, serving as a foundation for further refinement. Additionally, we have adjusted the belt’s position for better usability and established a basic framework for pattern detection, which will be essential for recognizing and responding to player breathing inputs.
Challenges and Adjustments:
One of our biggest takeaways is that synchronized visual feedback significantly enhances the player’s understanding of breathing mechanics. Teaching players how to use these mechanics effectively is crucial—this applies particularly to features like archery, where clear instruction can determine engagement. We also realized the importance of balancing difficulty; applying too much pressure on players can negatively impact the experience.
Through early playtesting, we gathered insights into player feelings about different mechanics: diving tends to make players feel nervous, while archery is generally perceived as fun. The belt’s position continues to be a factor in usability, and we are refining it accordingly.
Future Plan:
Moving forward, our focus will be on refining and integrating our breathing mechanics into a cohesive gameplay experience. We will prioritize the most engaging mechanics, such as shallow breathing for stealth, blowing interactions for environmental effects, and intuitive inhale-based actions. Playtesting will be a critical part of our development process, ensuring that each mechanic feels natural and immersive.
From a technical perspective, we will work on stabilizing the Bluetooth connection between the belt and headset, improving visual feedback for different breathing patterns, and polishing the diving and archery mechanics. We will also enhance environmental storytelling to strengthen the narrative connection established in the intro scene.
In terms of team workflow, we will aim for more structured discussions with clear takeaways to ensure alignment in decision-making. Expanding our playtesting pool, especially among students, will help us refine the experience based on real user feedback. Ultimately, our goal is to create a final deliverable that effectively showcases the power of breathing mechanics in enhancing immersion and gameplay.
