Final Presentation and Reflection

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Presentation

Final Version Gameplay

Here is gameplay of the this last DIGM540 version of the game

Version Info

Game can be played at: https://purazumikku.itch.io/scale-savant-final

Current Challenge

I haven’t worked out the prevention of audio functions while audio playing. This is one of the first things I seek to address beyond the class period.

Updates

Due to time limitations, updates to the final DIGM540 iteration of the game are changes to the selectable syllable buttons to distinguish the notes present in them from the notes present in the background image.

Resources

ChatGPT, MS Paint3D

I used ChatGPT to give me the method for adding outlines to the existing note icons I had and Paint3D to carry out the edits.

Development Progression

Reflection

Thoughts On the Experience

It was interesting to see the game working in my own case. At the time of completing my second iteration of the game, I could not come close to beating it. During testing, I used a debug log to output the answers to aid me in getting to the end, and later created a public variable for the number of correct answers to win the game for when I tested on the hosting site itch.io. Repeatedly playing, I improved in my ability to correct match the pitch sequences.

What I Have Learned

Over the course of this project, I have gotten better at using Unity, particularly basic use of user interface (UI) elements. I have been able to learn about the use of UI canvases to create different game screens. I am able to create transitions with them using programmatic activation with Booleans. Additionally, I learned how to create a flow of interaction driven by the player by adding button event handlers to the UI buttons.

I have also gotten some experience using ChatGPT as a tool to aid in the development process.

Where to Go From Here

I have a lot of ideas of my own and several directions for implementation, still, from ChatGPT’s input and suggestions. Furthermore, the game currently focuses on just 3 notes in one scale, so there’s a lot of scaling up (pun not intended) of the existing mechanics available. I discuss below:

Story Mode

One improvement I imagine for the game is the implementation of a story mode to motivate progression that is not for its own sake. If there is a compelling story that players are barred from progressing in until reaching a certain proficiency, it may be more motivating, and those who are ambivalent about the skill building aspect of the game may find it more enjoyable.

Arcade (Endless) Mode

I had this idea at a point in development to have the current set up of the game as a Classic game mode and another mode where the player just keeps going beyond 20 until they are have had too many wrong. Instead, of the game ending, the player would have an additional chance. This idea is what prompted to switch the direction of the incorrect counter or rather turn it into a chance counter. There would be an online leaderboard for players to compare their efforts to and reach for new achievement.

More Interval Types

By giving players more intervals to recognize besides the thirds focused on, playability and learning opportunities would be increased.

Difficulty Scaling

Increasing challenge is another source of motivation and avenue for learning. There are multiple directions that may be taken such as gradual reduction of replay sequence uses, key changes between correct answers and length of sequence.

Practice Modes

I have had thoughts on at least two types of practice modes. One is played like the main/classic game mode with the answers provide after a few seconds. The other is where the player can select syllables (and perhaps keys) and have them played back to them.

Player Guide

A very important addition to the game would be a guide with information that ease player gameplay. It would cover such things as an introduction to what musical scales are and what the syllables represent.

Multiplayer

Aside from opportunities to post to leaderboards, local and/or online competitive multiplayer can be something I explore.

Settings

I have been thinking about giving players the options for difficulty scaling and what types they want included in their gameplay as a start.

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