Wave Ryder

Role:
This project was made as a 2 person team. We both worked on all aspects of the game.

Tools:
Unity, Visual Studio, Photoshop

YouTube video preview image
YouTube video preview image

Overview:
The original objective of this game was to create a game that could be played by someone that has impaired vision or no vision at all.

Process:
We decided to target those who were visually impaired and to make a game in which you had to match the tone of the wave you're controlling to the wave that was heard and displayed.

The challenge of this game was to try and make a way to play our game without being able to see. We decided on using sound as a way to interact with the game. Our core game loop was to use sine wave to create a sound that matches the one playing and continue doing that until a timer runs out. the way players changed the sounds was with the arrow keys. but this was changed to moving the mouse as the keyboard movement wasn't very accurate or fast enough.

There was also the problem of the sound playing. originally we used a high pitch sound that resembled a sound from an actual sine wave. But doing this was hurting the players as they couldn't play for long as their ears started to hurt from the noise. So we lowered this to a nicer tone that had more bass to it.
 
After we completed that game. We were then asked to make another version that expanded and enhanced our original idea. In our second version, we added new mechanics that moved away from players with impaired vision and towards a more challenging game that tests a players reaction time.

We decided to give the player a goal of creating music in the form of notation where their goal was to play a bar of music and add new notes that spawned by reaching a diamond. the bar would continuously loop while adding more diamonds to reach.

Takeaways:
This project showed me the difficulty of designing a game for someone that can't see, since the only sense in this game was sound. We had to ensure that the sounds were pleasant and that it could be played for long periods of time. We also had a difficult time making sure that there was enough allowance in the line matching so players don't become frustrated with the game.