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PROFESSOR'S FEEDBACK AND IMPROVEMENTS MADE IN RESPONSE

  • How do you indicate which objects are important?

    • As soon as the user enters the actual room, the phone is converted to a radar machine that changes color based on the distance to each evidence the user has to collect.

      • When the canvas is red - there is no evidence close by.

      • orange - when the user is near it.

      • green - when the user is very close to an evidence.

  • There is a beep sound coming from each evidence to indicate that an evidence is near it.

    • The beep sound is slow and intense when the player is somewhere around the evidence

    • The beep sound becomes less intense but fast paced as the players gets very close to the evidence.

 

  • Scene looks great 

    • Sound effects are good but needs better looping; Fade in and out with ambient loops or cross fade them so that they don’t obviously end and begin  

    • The beep sounds have been less intensified and merged with the foreboding mystery tone playing in the background.

    • The beep sound has to stand out so its start and end will be significant in accordance with the feel of the game. The pace of the beeping however changes when he is the closest to evidence which implicitly directs the player to pick up the correct evidence.

 

  • Find a general sound for the building and then expand on that underlying theme with variations for each floor?

    • Incorporated a background score with an enigmatic and foreboding theme.

 

  • Maybe what we are looking for makes sounds. That way we can let the player use the spatial sound to find the object instead of just frantically teleporting around.

    • The evidence beeps and the pace and intensity of the beep increments gradually as the player gets closer to it.

 

  • Sounds at the second level seems disconnected

  • Terrain too big; How can you get the experience tighter?

    • In order to provide a tighter and more meaningful experience we shortened our game to limit it to one floor. There is a single compact space which the user goes through in search of evidences. Since there is no second floor, the disconnection of sounds with the spawning of new scenes is also eliminated.

  • Story preface during presentation, how is this conveyed in game? How is a sense of purpose established with in-game information alone? “Don’t know where I am don’t know what to look for”

    • The audio heard in the beginning acts as the standalone narrative to the game. The sense of urgency is established through game objects such as ticking time bomb. Also, now the evidences make a beeping sound when they come in the frequency of the radar.

 

  •  No visual/sonic cue for “storing item in bin” how is a player supposed to know how to store items if it involves moving it out of sight with no feedback

    • Feedback is provided through a “ting” sound after it is collected. Moreover as the HUD, the player can see the number of remaining evidences and number collected so far.

 

  • Document counter and time significance not communicated

    • Document counter eliminated and timer replaced with a ticking time bomb.

 

  • Outdoor ambience in the second floor indoor lobby?

    • That is through the window – tweaked that a little and that is the least obvious portion in the game arena now

 

  • Picking up documents seems to require a lot of motion/precision, consider placing them in more easily accessible areas

    • There are rigid hard bodies as evidences and not the documents. By virtue of their nature, it is easier to pick a 3D rigid body. Moreover, as advised, we have placed the objects in easily accessible areas.

 

  • Provide some sort of feedback for documents, you pick them up but nothing happens.

  • The phone message was a good start but documents are just being collected w/ no feedback of what you found and why it matters

    • Now a “ting” sound follows the pick up of the evidence which acts as the feedback.

 

  • Reduce teleportation - make room smaller?

    • Done as advised- we eliminated all floors to concise our game to a single floor.

 

  • Avoid HUD UI... maybe the timer counting down could be a specially made watch

    • Used a time bomb instead. Also, it is not attached to the player camera as it was before. However, the bomb plays a sound which counts down and announces the time remaining every minute and finally as the end of the game draws nearer, it announces every second.

  • Avoid having a piece of paper in your face while reading, it should most likely be something you grab with your controller

    • Done as advised. Changed the set of evidences and eliminated paper evidences altogether in order to improve the look and feel of the game.

 

  • Document count went from 2 to 0 when you load the new scene in the video.

    • Fixed

 

  • Make the evidences more hidden/ less obvious.

    • Improved on the user experience while picking up the phone. As soon as the user picks up the phone, it gets attached to his right hand which makes it more realistic.

    • Hid evidences behind potted plants, shelves and locker.

 

  • Improve on the game mechanics and the motivation behind playing the game and how the user will interact with the game objects.

    • Motivation and game objectives established through audio note in the beginning and through the time bomb.

 

  • Make the start scene more realistic in an elevator/ room setting.

    • Start scene has a ringing phone in a study room setting as advised. Once the player picks up, he hears his subordinate’s voice which establishes the game objectives and motivation.

 

  • Scale the inside room. 

    • Changed the height of game objects like table, seaters and sofas in accordance with the height of a tall person.

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