Postmortem
Intro:
Before we formed a group, we have tasked to create XR games either as an individual or as a group. Therefore we formed a group that has a similar pitch of creating an AR game that implements geolocation. We all agreed to develop a ghost hunt game in which players can explore different ghosts and exorcise evil spirits.
Success:
We have achieved some great triumphs during the process of developing Wild Hunt: The Tables Turn. Firstly, we were able to achieve creating a simple and effective game that has clear instructions. To do that, we implemented a simple mechanics for players (tap, tap with 2 fingers, swipe left and right) and clear instructions in the gameplay so that players can dive into the game right away. Also, we added a tutorial at the beginning of the game to boost the understanding of the game. The second successful accomplishment was to create a dynamic game. Since players can only shoot from the middle of the screen, they are forced to move their phone to aim the ghost. Also, players are allowed to dodge the enemies’ attack, therefore, players dynamically move around to hunt ghosts. Lastly, we created easily understandable and cohesive assets. We specifically choose neon and unnatural color pallets to contrast with the real world. Overall in a short period, we effectively used the time to create a completed and effective game.
Issues:
Even Though we achieved many successes, our group confronted with many difficulties in the process of creating this game. The main problem was to create working geolocation and spawning ghosts in assigned areas. It was our first experience of creating AR game, it was challenging to figure out how GPS works. Also, It was hard to figure out the actual world space to Unity world space. The Unity world space was bigger compared to the real world so we had to go through several iterations to adjust the appropriate size of the assets. Another struggle was instructions and feedbacks. We initially did not have swipe left or right UI when players defeated the ghost, which created confusion for players not to swipe to exorcise. Also, Players were killed without notice because we had a lack of visual feedback of attacked.
Next Iteration:
Next step for the future iteration, we firstly will add animation to the ghost to enhance the feedback and visual component. This will solve the problem of a lack of on-screen feedback. Also, we will add effects when to exorcise the ghost since players were confused. At the beginning of the process, we touched on the Morality concept, however, we could not able to impose into the game due to time constraints. We would want to develop further with this idea to create an interesting and unusual game. At this stage, we only have 4 ghosts but we wanted to add more kinds of ghosts to create variety like Pokemon Go. Also, we will implement a log system of the daily process so the player will not lose their achievements. Since we created this game too simple, we did not have levels and learning curve for players. Therefore, we will add the levels and each level completes by exorcising rare ghosts.
What we learned:
Since this was our first AR project, we learned many new things, such as AR mechanics and structuring the game. Also, to make effective assets since everything smaller. Our group members also learned how to cut features and keep the game simple but still effective. Due to the time limit, we decided to decrease the types of ghosts to half (8 to 4) and playable areas.
Get Wild Hunt: The Tables Turn
Wild Hunt: The Tables Turn
An AR game for ghost hunters!!
More posts
- GDW: Exercises & Readings & ResearchsDec 17, 2019
- Design ProcessDec 13, 2019
- Playtests: Game Club & WondervilleDec 13, 2019
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