Project Summary: Puzzler

  1. Introduction

  2. Outcomes

  3. Process History

  4. User Testing and Iteration

  5. Breakdown of Final Product

  6. Conclusion

I.) Introduction

Project Puzzler is both a game and an educational opportunity. Built as a class project in the Udacity VR Nanodegree Program, Puzzler’s creation was a framework towards learning the fundamentals of VR design. It is also, as the name indicates, a VR puzzle game that introduces people to the new experience that is VR. Using feedback, it guides users in understanding how VR interfaces work, and what to do when you don’t have a controller in front of you.

(Audio may be out of sync in the video.)

II.) OUtcomes

Puzzler is built for the Android OS and Google VR experience. You can download and try the .apk with this link. The experience is deliberately not too complex, consisting of a room with the puzzle, an entry corridor, an exit corridor, some light ambient sound, and a few scenery pieces. Too much would overload the user, but having too little would create a bland, uninteresting experience that would turn people off of VR in general.

The puzzle itself is a “Simon Says” type, where the player must follow the pattern of the flashing orbs in order to proceed. The orbs are arranged in a five point array that takes advantage of the 3D space, spreading out over the X, Y, and Z axes. Simple tones and textures provide feedback to the user, making it easy to follow the pattern without using too many complicated assets that could be distracting.

III.) Process history

The first step in creating Puzzler was writing a mission statement, to lay out a goal and an early stab at the scope of this project. The mission statement is:

Puzzler is a mobile VR application for new VR users which challenges them to solve a familiar type of puzzle in a new way.

Using that as my basis for the project, I then proceeded to write up a persona of a possible user. Who would want to play this game? It would likely not be someone familiar with VR, as they would want something far more in-depth, so this would be oriented towards someone who lacked VR experience. I figured that the most likely user is someone who wants an easy introduction to VR, but it fascinated by its possibilities and wants to dip his or her toe in it. As such, I created the following persona:

Veronica, 24

Online Marketing Manager

“There’s always a way to reach someone, sometimes it just takes awhile to find it.”

Veronica specializes in online marketing, a field that is constantly changing and adapting. Many days are exhausting with seemingly no progress made, but Veronica keeps at it. She needs something to take her mind off of work, but at the same time she’s always looking for inspiration in new ways of outreach. VR could kill two birds with one stone – exactly what she needs.

VR Experience: None

Then, I moved forward with sketching out a basic picture of what I wanted the environment to look like. Although the class used a fantasy environment, I wanted to develop a sci-fi look instead, both to challenge myself as a designer and to explore other aesthetic possibilities.

Initial sketch for an orbiting satellite environment, which I later rejected.

After drawing the sketch, however, I realized that this posed a problem. Originally, I wanted it to be a station in space, with the idea being that interconnected modules would each hold an individual puzzle (in some far future iteration of this project.) I thought that space would be an ideal environment for a VR experience, as very few have been in space. However, examining what resources I had on me, I realized that creating such an environment that would meet my own standards and the user’s would be infeasible. It would take too much time and effort to develop my own models for the station, as I’m not a modeler myself. At this point, I decided to switch gears and rely on a free “starter kit” from the Unity Asset Store to build an indoor scifi environment.

An example of the corner prefab I made to speed up development.

The next step was building the environment itself. I started by focusing on the room, getting everything level and making sure all the polygons lined up. I created prefabs for the corner pieces and the ends of the hallways, as they were the most problematic. I also turned off the default directional light, being unsure if that would work for an indoor scene. I added in some ceiling lights to compensate. Then I put in the data orbs, that were the core of the puzzle experience. Initially I went with nine, as I liked the diamond aesthetics. I also wrote a small script to make them rotate, instead of just being still.

Yes, I like baseball, how did you know?

With the environment created, I made a build of just the scene, with the camera in the middle of the room, to use as a testing tool. Due to time constraints and miscommunication, I was unable to get user testing initially, so I kept the build and brought into work later.

I moved on to implementing the mechanics. First I sketched out some designs for the UI, which I decided would be very simple.

 

 

 

 

 

 

I then created the UI in the environment itself. Placing the UI panels side by side, I created a build of this for further testing. I initially had some trouble as I had misplaced my Udacity Cardboard viewer, and was using another viewer I had purchased previously, which lacked a button. Since I (based on my own experiences) expected the button trigger to be a time based gaze, I was puzzled, until I realized it required an actual click and found the original Cardboard viewer.

Moving on from that, I imported the movement code and tested it. I had already chosen a rails-type system for my design, as there were only three points to move to. The default speed seemed fine, though I was a bit worried that it might be because I already had VR experience. Fortunately, user testing (in the next section) dispelled my doubts.

With the movement in place, I then imported audio assets. I purchased a sound effects library from ASoundEffect.com that had great scifi tones, and put them into the environment. To make the room less bland, I also put in a holographic monitor model, and attached the ambient noise to that to give the user a sense of place. Now that the audio assets were there, I put in the puzzle mechanics, and wired in feedback. At this point, I also realized that nine orbs was probably too much. So I dialed it back to five. I had also seen, while perusing the forums for the answer to a bug, that another student had arranged the orbs so as to approach the player. I thought that was genius, as it fully utilized the 3D space that VR offers. I didn’t go as far as the other student did, and I also took greater advantage of the Y-axis.

This layout worked better in the final version than the diamonds.

With the audio finally in place, the project was complete. The only thing left were to add some more set pieces, namely adding crates and another console to the corners. I really enjoyed making the crates; they reminded me of playing sci-fi adventure games as a child, and where I always wondered: just what the hell are in those crates?

iv.) user testing and iteration

User testing did not proceed as ideally as I wanted it to, due to some miscommunication between my testers and I. However, I was able to do user testing at my office. I used the separate builds to focus my testers on each of the elements of the app: environment, UI, motion, and finally the audio and completed game.

Jason takes his first steps into a larger world.

Having my coworker Jason use the app on my phone, I asked him questions about the various elements of the app. He noted that the height felt exactly as he was in real life (then, perhaps, maybe just a tad shorter). He described the environment as clean, clinical, even industrial. He also said it was like “on Star Trek,” which matched up with other testers who said it was “like a room on a Mass Effect ship.” Since that is pure scifi, it was the right atmosphere I wanted to engender.

The movement test was the best. Asking my tester how he felt with the motion, he said it was perfectly fine, and then added:

I could be drunk and this would be perfectly okay.

One of the problems that appeared in user testing was that the orbs were difficult to place in the scene, depth-wise. They also were quite close to the camera, so I moved the point for the camera to play the puzzle back a bit, and also went from the 9 orb diamond to the 5 orb arc.

Interestingly, height was never a real problem. Although Jason and I are both over 6′, I also gave the game to a coworker who is about 5’0″, and she thought it was fine as well (except for the UI, which had to be tweaked just a little.)

Finally, testers thought it was just a smidgen too dark, so in the final version, I reactivated the directional light to make it just a tad brighter.

Puzzler without the directional light game object.
Puzzler using the directional light game object.

Further testing also indicated that I had to be much more explicit in my instructions. I had said “follow the orbs with your eyes,” naively assuming people would understand to click. I rewrote those instructions to be more clear.

v.) breakdown of final product

Puzzler is simple. The player begins in a hallway, with a panel in front of them introducing them to the project and warning them that motion is involved. The player clicks on the Start button, and they are moved forward into the room. The orbs begin to light up in sequence, emitting a small tone as they do so. The same tone plays as the player hovers over and clicks on the orbs. If the player fails, a warning sound emits and the sequence begins again. If the player succeeds, they are sent forward into the next corridor, where they are greeted by another panel that asks if they want to play it again.

vi. conclusion

In developing Puzzler, I learned a great deal about VR design and programming. Looking at both the Udacity and the Google VR code has shown me how to think about solving problems in VR space. Iterating through user testing highlighted blind spots in my thinking and made my work better as a result. As a bonus, my friends and coworkers who used the Puzzler app were impressed and amazed at what I had created.

Next Steps

If I were to continue developing Puzzler, it would grow to more rooms with more puzzles, each one highlighting a new way of thinking in VR. I would likely switch to a raycast form of travel, giving the user more choice so they could utilize the space more effectively. It would also have a greater variety of environments to be more visually appealing, which would necessitate either purchasing more model sets on the Unity Asset Store, partnering (or outright hiring) someone to develop them for me, or trying to do so myself.

Can we just stop making stuff up?

The title of a recent article at The New Republic reads:

The Period Is Pissed
When did our plainest punctuation mark become so aggressive?

The author then goes on to assume that adding a period at the end of your texts indicates you’re angry.

This is one of the plainest cases of someone just making shit up. Ok, so he cites a professor of linguistics and the editor of something called the Awl (presumably short for “The Awful,” judging by the editor’s comments.) But this guy is definitely smoking something.

Look, a period at the end of sentences is not indicating aggressiveness. It is proper grammar. Nothing more, nothing less. Yes, some people don’t do that and use line breaks because it’s more efficient to type that way on mobile phones. Not technically proper, but it’s a convenience to use such a wonderful device. I have no problem with that. But if you start assuming that using periods in a message indicates “anger,” well, then you’re going to have a lot of problems in your life. You’re probably going to end up hating a lot of people or feeling really bad about yourself. And then your life is going to get worse.

Do yourself a favor. Don’t assume. It makes an ass out of you and me.

EDIT: I am now very angry at my high school for making me think grammar is spelled with an “e”.

Not doing NaNoWriMo, but Scrivener is a yes

I’m not doing NaNoWriMo. Again.

Perhaps it’s because I don’t have time and I’m really getting in the way of myself. Perhaps it’s because I just want to move on my own schedule. Perhaps it’s because I always feel NaNoWriMo is extremely gimmicky and gimmicky doesn’t work for me. Perhaps it’s because, at the moment, I want to get out a short story, not a novel.

For whatever reason, I won’t do NaNoWriMo again for the umpteenth year in a row. That’s okay; I don’t have anything against people who do do it. It’s just not for me, and I suspect it’s not for a lot of people.

I have been writing, however, and more than just code. I have been trying out the program Scrivener, and while I’m a bit apprehensive of paying $40 for a piece of software that isn’t a resource-intensive first person shooter, I think I’m going to end up buying it. It’s actually a great word processor combined with a fantastic project management suite. I still want to try it, though, for the next 24 days I have it free. I think I can get at least 3,000 more words out of it on that.

Now, if only Aeon Timeline can be brought over to Windows, that would be excellent.

Comment Archive: Response to Matt Zwolinski on Rothbard

I hate doing posts like this, but the comment section on Bleeding Heart Libertarians is again acting up. So to preserve my comment in case of an error, here is my comment on Matt Zwolinski’s blog post on Murray Rothbard:

Hmm.

Inasmuch as Rothbard actually made people question the state itself, and thus give them the alternative framework to “the state must do everything,” I can give him credit. But I think in the end Rothbard’s anarcho-capitalism may have damaged the liberty movement more than it helped. One of the reasons people don’t take libertarianism seriously is because we have a ton of people running around saying we should just abolish government entirely. People don’t generally take those radical approaches that easily, not unless there is mass starvation and violence going on.

Also, the paleo strategy was really, really bad. That alone should make one question Rothbard’s judgement, if he was a “happy warrior,” and if someone would want to hang out with him. By all accounts he was kind of nutty, and if he’s writing newsletters blaming blacks for all of society’s ills, then he’s kind of not a charming and delightful person, but just a racist with a veneer of geniality.

I agree with Brennan. Rothbard is a hack, and his disciple Rockwell (and that other guy, Hoppe) has continued tainting libertarianism with some pretty despicable ideas. I’m not sure I would give him three cheers, let alone seven. Maybe one. And it would be lukewarm.

I will agree with you on that there shouldn’t be a war between BHL and LvMI types. Except for when the LvMI types express some abhorrent views on race and sexuality, but other than that, you are correct. There is a lot of common ground. (Although praxeology befuddles me a bit…)

This isn’t the first time BHL’s comment section has cocked up. For some reason their Disqus install periodically develops amnesia. I literally saw the comment number change before my eyes from 1 to 0 and back to 1 again.

Hopefully we’ll be back to me regularly posting short quips about how I’m going to be back to posting about non-political and non-theological topics but then post incessantly about politics and theology.

A fine comment on cronyism

By yours truly, of course:

Newsflash: government does not mitigate the excesses of “capitalism.” What it does it exacerbate the excesses of corporatism. By creating a system where profit depends on political connections and lobbying, by having a government big enough to intervene in the economy and choose winners and losers, you’re creating cronyism.

How do you have cronyism in a (classical) liberal economic system, aka capitalism? You can’t really, because the entire economic system is predicated on fulfilling customers’ needs and providing value to society, not by lobbying and buying elections.

Your legislators are bought and paid for, and not by you. Why progressives willingly continue to be Big Businesses’ useful idiots I will never understand. Quit playing into corporations’ hands by giving them the tools to ban their competition and pad their executive paychecks.

Sauce: http://www.motherjones.com/kevin-drum/2013/10/can-america-survive-parliamentary-norms-presidential-system#comment-1083914729