A Location-Based and Augmented Reality Hidden Object Game

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A Location-Based and Augmented Reality Hidden Object Game A Location-Based and Augmented Reality Hidden Object Game Interactive Media and Game Development A Major Qualifying Project Report submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Bachelor of Science By: Marco Duran LilyAnne Lewis Sienna McDowell Advised by: Professor Jennifer deWinter Abstract This report describes the design and creation process of Step Symphony, a location-based hidden object game using directional sound and augmented reality developed to fulfill the Major Qualifying Project requirement for Worcester Polytechnic Institute's Interactive Media and Game Development (IMGD) and Professional Writing majors. This project was developed over the course of three months at Ritsumeikan University's Biwako-Kusatsu Campus in Shiga Prefecture, Japan. This game intends to encourage exploration of the many historical sites of Japan, and to experience joy while collecting different kyokubou with different instruments. This report covers all aspects of the team's development process, including research, playtesting, and the creation of the various features the game possesses, as well as the possibility of future work on the project. We also developed a testing system that could be utilized to evaluate the usability and learnability of all key components of Step Symphony, and thereby refine each gameplay component to make them easier and more fun to use while exploring Central Kyoto. i Acknowledgments The creators of Step Symphony would like to thank the many people who have helped us on the creation of this game. First, we would like to give a heartfelt thanks to Professor deWinter, our adviser, for her help and monitoring our progress. Without her advice and input, this game would be a completely different beast. We would also like to thank Professor Lopez and Professor Noma who oversaw our work while in the care of Ritsumeikan BKC. Their warm welcomes and assistance helped shape the game's core concepts. An especially warm thanks goes out to the other students in the Media and Design Lab—their enthusiasm made this difficult undertaking bearable, and we hope to be able to keep in contact with them. Another thanks goes out to Ritsumeikan University Biwako-Kusatsu Campus, for housing us while in Japan, and giving us a space in the lap and providing everything we needed to make this project a reality. Last and certainly not least, a deep thanks to our families, without whom we would not have been able to do this at all. ii Table of Contents 1 Introduction ................................................................................................................................................ 1 2 Design and Gameplay ................................................................................................................................ 5 2.1 Platform and Hardware Requirements ................................................................................................ 5 2.2 Target Audience .................................................................................................................................. 6 2.3 Kyokubou ............................................................................................................................................ 6 2.4 Kyokubou Locations ........................................................................................................................... 9 3 Visual Assets ............................................................................................................................................ 17 3.1 Art Style ............................................................................................................................................ 17 3.1.1 Color Meanings .......................................................................................................................... 20 3.2 2D Assets .......................................................................................................................................... 23 4. Audio ...................................................................................................................................................... 26 4.1 Composition ...................................................................................................................................... 26 4.1.1 Composition Style ...................................................................................................................... 27 4.2 Instruments ........................................................................................................................................ 29 4.3 Incorporation into Step Symphony .................................................................................................... 35 5 Technology .............................................................................................................................................. 37 5.1 Unity ................................................................................................................................................. 37 5.2 Player Map and Augmented Reality ................................................................................................. 37 5.3 Directional Sound ............................................................................................................................. 40 5.4 Snapshot Mode .................................................................................................................................. 41 5.5 Rhythm Capture Mechanic ............................................................................................................... 43 5.5.1 Creation of Beat Maps ............................................................................................................... 45 5.5.2 Creation of the Rhythm Based Mechanic .................................................................................. 46 5.6 Databases .......................................................................................................................................... 52 5.6.1 Player Database .......................................................................................................................... 53 5.6.2 Kyokubou Database ................................................................................................................... 56 5.7 Collection Screen .............................................................................................................................. 59 6 Testing Methods for Step Symphony ........................................................................................................ 61 6.1 Challenges of Testing ....................................................................................................................... 61 6.1.1 Working Around the Language Barrier ..................................................................................... 63 6.2 Testing Directional Audio ................................................................................................................. 64 6.3 Two Types of Tests ........................................................................................................................... 65 6.3.1 Testing in a Controlled Environment ......................................................................................... 66 6.3.2 Testing in an Uncontrolled Environment ................................................................................... 66 iii 6.4 Controlled Environment Testing ....................................................................................................... 67 6.4.1 Preparation ................................................................................................................................. 67 6.4.2 Introduction and Pre-test ............................................................................................................ 68 6.4.3 Playtest ....................................................................................................................................... 69 6.4.4 Post-test ...................................................................................................................................... 72 6.5 Uncontrolled Environment Testing ................................................................................................... 74 6.5.1 Preparation ................................................................................................................................. 74 6.5.2 Introduction and Pre-test ............................................................................................................ 75 6.5.3 Playtest ....................................................................................................................................... 76 6.5.4 Post-test ...................................................................................................................................... 78 6.6 Revisions Based on Results .............................................................................................................. 80 6.6.1 Revision of Snapshot Mode ....................................................................................................... 81 6.6.2 Other Forms of Feedback for Players ........................................................................................ 81 6.6.3 Testing Error .............................................................................................................................
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