Puzzler VR Project Udacity
Virtual reality based puzzler for mobiles
introduction
VR game puzzler is an introduction scene of an imaginary fantasy game that deals with puzzles. I was playing a fantasy based game that given spark of idea for this project. Even though the environment is similar I wanted to be medieval kide of setting. With simple puzzler at the center I want to give experience of a password or gate pass authentication kind of setup.
The Idea
Enter a well protected business town, getting a gate pass by solving a “Simon says “ type of puzzler. In simple words the orbs (balls) glow in a pattern and player have to repeat same to get a gate pass. Once enter in to the city the game starts (not included in this project, imaginary game).
Outcome
The puzzler is easy to solve using gaze pointer and simple interactions. Below video shows how it works.
Story of the process
This is the story of how we completed the project from idea to final AppUser persona
As user data suggests, lot of homemakers like to spend quality time in playing games on mobile. By giving simple & known environment on VR experience engages them more in the game.
As they have short attention spans, due to constant interruptions they get, the puzzler should be simple and quick.
Targeted for Google Cardboard platform , it can be reached to maximum users with easy access.
Sketch
Giving a shape to idea with simple sketches
Envornment
UI Design
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User testing outcome and iterations
As famous quote says “User is not me”, it’s very important to test with user at very early stage of development to get the progress in right direction.
But dropped it to make the interaction more simple by implementing simple UI text.
Sketch Phase -
Implementing another door in the puzzler area, for giving clues, for players who fails the puzzle.But dropped it to make the interaction more simple by implementing simple UI text.
Phase 1-
After first phase of development we tested scale, mood and feel of the environment. 2 users participated.
Here is how it goes.
Me : What do you see?
User 1: Big blue balls, a door and sky
User 2 : A room with door, I am standing in a way of the door, 5 blue balls, barrels some are floating.
Me : What is the size of the room?
User 1: Room is bit small but roof is high.
User 2 : feeling a bit small room and I feel like standing in a room with high roof.
Me : How do you feel in the room?
User 1: I a in a room above a castle
User 2 : Floor is made of iron, corner barrel is in water and floating, Looks like a dawn time, and the room looks like floating in mid air.
With above found that the place comparatively small,
some objects are floating and the mood of the day isn't matching with
what we anticipated
Phase 2-
Tested movement, effects of simulation sickness & UI interactions. Again tested with 2 users.
Me:Can you read what’s there?
User 1: Yes it says start. Can't read other test. Too faraway
User 2 : it’s a puzzler game it says to start press the button. But the text is like chainsaw.
Me: How do you feel? Are you walking or running?
User 1: it’s like sitting in a car.
User 2 : oh it’s like zipline, too fast, hold me I may fall.. (she removes the headset)
User 1: Yes it says start. Can't read other test. Too faraway
User 2 : it’s a puzzler game it says to start press the button. But the text is like chainsaw.
Me: How do you feel? Are you walking or running?
User 1: it’s like sitting in a car.
User 2 : oh it’s like zipline, too fast, hold me I may fall.. (she removes the headset)
Found that movement method “Dash forward on rails” is easy on the user
but the speed need to be reduced. Text is bit zazzy and not readable. So
made changes accordingly.
Note: One of the users is known to have motion and simulation sickness (anxiety and fear)
Phase 3-
Tested game mechanics. Found that the puzzle need more feedback mechanisms to understand and shadows are dark so some details are not visible. Updated mechanisms with audio and feedback loop.
Breakdown of final phase
The Puzzler is placed in medieval environment. Starts outside the gate of “VR Kingdom”. User need to press start to move through the gate and enter in to immigration check area. Here user is presented with a puzzle. Also added instructions for better understanding on how to play. To solves the “Simon says” type of puzzle, user needs to observe the sequence of glowing orbs and repeat the same using his gaze pointer. Once successfully completed they enter into the city where he can continue with the game or replay the same again.
Conclusion
By doing this project I learned to solve important designing issues like reducing simulation sickness, importance of user testing, documentation , apart from technical details.
What’s next?
There are lot more things that need to be explored for enhancing the user experience like, motion mechanisms and Linking object actions (doors) with UI events(buttons).
Links:
App: Android APK.
Linkedin: https://www.linkedin.com/in/hellofani/
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