While the physical aspect of the game came together quite well, where each stage was built according to plan, painted, and assembled with care, the coding and electronics presented significant hurdles. The Arduino mechanics that we had worked so hard to integrate didn’t always behave as expected, which was frustrating, especially during the final presentation.
Stage 1, 3, and 4 were successful. The servo motors and obstacles in those stages worked as intended, and players were able to engage with those parts of the game without issue. However, Stage 2, which incorporated the distance sensors, proved to be a major setback. We had double-checked the code and made sure the sensors were properly wired, but when it came time to test them in the final presentation, the sensor failed to perform its intended task: the marble wasn’t able to trigger the sensor to open the door to the next stage. This was a frustrating moment, especially since we had worked hard to program the sensor to respond to the marble’s position and unlock the next section of the maze.
Another major challenge came with the potentiometer in Stage 5. Our initial concept had the marble pushed through a cardboard box resting on top of the potentiometer, which would control the tilt of the maze and guide the marble to the finish. However, the potentiometer didn’t respond as expected. Despite our efforts to troubleshoot and calibrate it, it failed to register any movement, making the final stage much harder than it needed to be. This was another critical issue that hindered the final experience.
Despite the setbacks, we are incredibly proud of what we accomplished with Marblnator. The final project came together visually, and the physical components functioned well, even though we encountered several technical difficulties. In many ways, the process was a reminder of the challenges and uncertainties involved in working with electronics and coding, but also a testament to our ability to persevere and work through problems.
For future iterations, we would need to dedicate more time to thoroughly debugging the Arduino code and performing more rigorous testing on the electronics, especially for components like the distance sensor and potentiometer. This would allow us to ensure that every element of the game works seamlessly, from the moment players start the game until they complete the final challenge.
In conclusion, Marblnator was an exciting and rewarding project that combined craft, technology, and creativity in a way that was both fun and challenging. While we didn’t fully solve every problem in the final prototype, the experience has taught us valuable lessons in troubleshooting, iteration, and problem-solving. We’re confident that with more testing and refinement, Marblnator can evolve into a fully functioning, interactive game that’s both visually engaging and technically sound.
The project may not have been perfect, but it pushed us to think critically, work collaboratively, and keep pushing forward despite the setbacks. As we look back on this journey, we can confidently say that we’ve grown both as creators and problem-solvers, and that, ultimately, is the most rewarding outcome of all.