12 – Crunch Time

As we come closer to soft opening, our priorities have shifted from development of level s and assets to the implementation of a complete game, including a tutorial, a final boss and integrated calibration for gyroscope accuracy. While each of these components only make-up a small portion of our game, they all carry an enormous weight. Since the connected TV platform is going to be a new experience to consumers, it is important to have a simple yet detailed tutorial to empower users with the skills on how to play our game.

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Newsletter-12-Picture-3Integrated calibration is also a must, since our target audience are children who will neither understand the need for calibration nor understand the necessary steps in calibration, enforcing calibration within the game without breaking immersion will be critical. Our current prototype of the calibration system requires users to calibrate after each stop, before movement. Players are required to wait for an object on screen to glow, aim their devices at the centre of the screen and simultaneously attack to clear the objective. This ensures that both players calibrate their devices and also makes sure they are actually aiming at the centre of the screen instead of blindly throwing shurikens. We look forward to playtesting this system and see if a large majority of our target audience will perform the task correctly.

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Finally, at the end of the game we will present users with the final boss. Your Ninja Sensei, who will be introduced in the tutorial of the game, will now test to see if you are ready to graduate from ninja academy. He is equipped with a variety of skills including both melee and range attacks, spawning of clones and the ability to repel attacks in a certain state. An exciting and intense battle awaits any user who challenges the final boss. We look forward to testing all these systems in a play test session next week and we will discuss the result of our systems next week!