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Duchess Tea Time

Position

Game Designer, Programmer, Animator, Illustrator

Description

Physic based casual mobile game centered around the core mechanic of orbiting and velocity

Duration

Engine

2023 Winter

Unity

Genre

AR Game

Platform

PC

Iterative Design Enhancements and Problem Solving

Introduction

  • "Duchess Tea Time," an innovative tea time simulation game using Leap Motion technology, presented unique challenges in gameplay mechanics and player interaction.

  • Objective: To refine game functionality and enhance user engagement through iterative design improvements based on direct developer feedback and technical troubleshooting.

Problem Identification

  • Initial player interactions were not intuitive, especially regarding the manipulation of game objects using Leap Motion.

  • Feedback highlighted issues such as unclear task objectives and inconsistencies in object interactions, like pouring tea and handling objects.

  • The Game feel was too clunky and uncomfortable that it hindered the gameplay

Iterative Solutions and Implementation

Iteration One: Improving Object Interaction

Problems Faced:

  • Players experienced difficulty in precise control of tea pouring and object positioning, leading to a frustrating gameplay experience.

Solutions Implemented:

  • Refined Interaction Scripts: Enhanced the precision of the Leap Motion scripts to better detect and interpret player gestures for pouring and picking up objects.

Original Pour Script

Modified Pour Script

Added particle effects for visual feedback and refined the instantiation position.

Design Decision:

  • Intention: Improve user feedback and accuracy in tea-pouring interaction.

  • Justification: The original code lacked visual feedback and precise control, making it difficult for players to judge the pour action's effectiveness. By adding a particle system and adjusting the instantiation position, players receive immediate, clear feedback on their actions, improving both the usability and the visual appeal of the game.

Iteration Two: Task Clarity and Management

Problems Faced:

  • Users were confused about tasks and their objectives, affecting their overall engagement with the game.

Solutions Implemented:

  • Task Manager Overhaul: Redesigned the task management system to include clear, step-by-step instructions displayed dynamically as the player progresses.

  • Enhanced Visual UI: Developed an intuitive UI that clearly marked tasks as active, completed, or failed, enhancing player understanding and satisfaction.

Original Code 

Modified Task Script

 

Design Decision:

  • Intention: Enhance task clarity and feedback upon completion.

  • Justification: The initial implementation provided minimal feedback, leaving players uncertain if a task was completed successfully. The enhancements include visual (checkbox update) and audio cues to confirm task completion, reinforce player actions with positive feedback and encourage continued engagement.

Iteration Three: Enhancing Game Endings Based on Player Actions

Problems Faced:

  • The game’s ending was static, not reflecting the player's actions throughout the game, which reduced the replay value.

Solutions Implemented:

  • Dynamic Endings: Scripted multiple endings based on the cumulative score of player actions, such as dignity points and NPC mood changes.

  • Feedback Loop: Implemented a system where player actions directly influenced game outcomes, communicated through NPC reactions and game environment changes.

Design Decision:

  • Intention: Provide dynamic game endings based on player performance.

  • Justification: Initially, the game had a static ending, which did not reflect the player's effort throughout gameplay. Introducing variable endings based on accumulated dignity points and NPC mood adds depth and replayability, as players see the direct consequences of their choices and actions, enhancing the narrative experience.

Iteration Four: Optimizing the Reset and Setup Mechanisms

Problems Faced:

  • Players needed a way to reset game objects without restarting the entire game, which was not initially provided.

Solutions Implemented:

  • Reset Functionality: Created a script allowing players to reset objects to their original position via a simple UI button, enhancing user control over the game environment.

  • Prefab Utilization: Standardized game objects as prefabs to streamline instantiation and resetting processes, ensuring consistency and reliability in gameplay.

                                                                    Newly-made Table Manager

      

Design Decision:

  • Intention: Enable players to reset game elements without restarting the entire scene.

  • Justification: The lack of a dedicated reset mechanism for gameplay elements could disrupt the flow of the game, especially in testing or when making multiple attempts. By implementing a reset function that restores objects to their original state without reloading the scene, players can quickly retry or correct actions, improving the game's usability and player satisfaction.

Results

  • The game saw a noticeable improvement in retention rates and player reviews after implementing these changes.

Conclusion

  • The iterative design process for "Duchess Tea Time" allowed for continuous refinement based on user interaction and feedback, culminating in a more intuitive and enjoyable game. This approach not only solved initial usability issues but also enhanced the overall depth and replayability of the game.

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