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Stomp Stomp Smash - Developed using Microsoft Kinect

Iteration

  • Multiple play-tests revealed a lot of issues regarding the direction the guests were moving.
  • After many considerations of the map design, I tried to change the map from a square to a diamond. My previous gaming experience helped me with this idea. 
  • They would experience the following things -
    • Now the users would start at the bottom of the diamond / kite shaped map.
    • Upon entering the game they would see a vast span of game-play area filled with multiple obstructions.
    • But as they moved to the center they would be directed toward the top end of the map.
    • Open wide on ENTRY and Close down to the END.
  • This worked perfectly to guide the guests.

Initial Prototype

  • ​For our first iteration we planned to make a simple box shaped world.
  • Prominent objects in this case buildings would direct the users towards the in-game objective.
  • Our goal here was to have a working prototype as soon as possible to get a few play-tests done.

Prototype - Play test - Iterate

Platform: Microsoft Kinect in Unity 3D | Time: 2 weeks |  Roles: Programmer - Game Designer - Producer


Introduction:

Stomp Stomp Smash is a game where we used 'Microsoft Kinect' ​- a motion sensing  input device used for video game consoles and PC to track guest movements and map them to the in-game character,  to allow the guest to navigate the world with their Avatar. 


Story:

The game revolves around  giant monster (naïve guest) who is trying to save his/her baby from the humans who kidnapped it. The monster will stop at nothing until it saves the baby.


Design Challenge

To design a game for naïve guests, log play-tests and make 3 predictions with regards to what the users will do.


Design Goal:
Our chief 'design goal' with this project was to create an experience intuitive enough for naïve guests to play the game from start to completion with little or no instruction and guidelines.


My Contributions:
As  a 'game designer' I was assigned to the level design of the game. I was responsible for designing and building an engaging world that would use indirect control to guide naïve guests to complete the game with ease. 

I was also tasked with conducting play-tests, gathering feedback, and iterating on level design based on guest testing.

My 'programming responsibilities' included assisting my fellow programmer with development and working with particle systems for player feedback.



FINAL ITERATION 

  • We added a Chopper - Carrying the baby (Monster) to direct the player towards the building.
  • We changed the two bridges to one large bridge that would not drive players out of screen.
  • We added a few tanks moving in at the start of the game - To prompt the player to try and stomp.
  • We were allowed to use one direct clue - we used that to name the game STOMP STOMP SMASH

CONCLUSION

  • We made three predictions during the final presentation of the product for the naïve guest. 
  • The play-tester did exactly as we intended to 
    • Prediction 1 : Naïve guest will start stomping to crush the tanks and will discover how to move.
    • Prediction 2 : Guest will follow the chopper carrying the baby.
    • Prediction 3 : Guest will try jump on the bridge .


We were successful in all three predictions and our goal of using INDIRECT CONTROL was achieved. 

Play-test and Observations:

  • Players followed the big building 8 out of 10 times.
  • As they got towards the river they felt the need to avoid the water and hence tried to climb the bridge.
  • We need a few fine tweaks to before the final deliverable of the prototype.

Initial Play-test and Observations:

  • Our initial play testing was focused on checking the basic mechanics and gesture control for Microsoft Kinect.
  • Next challenge was dealing with the physics and keeping the fps in check since we were using separate objects to build the buildings.
  • Kinect had issues tracking some complicated gestures. And a few guests tried to move away from the kinect tracking area.