Week 14 (Softs)

For Softs, we had quite a bit of feedback. The primary focus of Softs was to see if faculty would be able to complete the experience. However, our build had quite a few different bugs, which often made the experience difficult for faculty to complete the game. Additionally, the faculty seemed to unanimously agree that the interface we had implemented was far too confusing and counter intuitive. Therefore, we have decided to pivot to make the following adjustments:

Interface

The interface at Softs was THUMBSTICK = SELECT // TRIGGER = CANCEL

We have changed it to TRIGGER = SELECT // THUMBSTICK = CANCEL

The mechanism for making choices in the game can now be done with a pointer, similar to Oculus’ laser pointer which already exists. We did this to improve the immediacy of the game and hope this improves the intuitiveness of the game’s controller system.

SFX

The final build’s SFX are strange and imbalanced. By the showcase/finals, we’d like to improve on the balance of the sounds. Additionally, we’d like to remove many of the cues that discourage players from interacting with the game. (Currently, the Helper says “That’s mean!” if you poke him. This detracts from our want to encourage players to interact directly with the board, given the above new system.

Tutorial

Our tutorial is too long! We hope to cut the tutorial by more than half to the bare minimum of what is required for players to understand the game. From there, supplementary information will be included in the main build of the game, separate from the designated tutorial.

In Prep for Showcase/Finals

We will be working on the finals presentation, finalizing our project video, and ironing out the remaining kinks in the build that we currently have implemented.