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
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.