During this week, one issue that we are trying to solve is the latency from the cadence sensors. As the playtesting video below shows, it takes a while for the sensor to react once the cadence changes significantly:

One posssible solution is to use phidget magnetic sensors, which requires one or more magnets attached to the pedal or shaft in order to get the signal when the pedal passes certain positions. Then we could use the intervals between those signals to calculate rotation speed/rpm.

We also starts planning on our next prototype to build. Looking back to our ideation at the very beginning of this semester, we were curious about how could we play rhythm game with this platform. We looked into some exsisting rhythm game products and tried to select the elements that could work with pedalling. Another approach we would like to try is to use hand clapping to pick those “notes”, and that also allows players to exercise their upper body.

In the next prototype, the main gameplay will cover the following points:

  • Single track, different “notes” will match different pedalling speed.
  • Players need to clap hands in order to pick up the “notes”.
  • The pattern will fit in HIIT mode.

We hope by building this prototype we can get the answers for these questions:

  • Will audio feedback be helpful to decrease the “awareness of exertion”?
  • Will changing the pedaling speed also feels like an interruption for players?
  • Will players be able to tell well enough when to change speeds / can they stay in a rhythm of pedaling?
Categories: Dev Blogs