Now using what I learnt from the research done at the beginning regarding game interactivity and making games engaging, I added them into my base game.
Things that make games interactive/engaging:
Having a clear goal
Having immediate feedback
Having a feeling of control over the game
To have a clear goal, the player must understand the goals of the game and how to win. In order to do that, I've added a tutorial to the game to explain how the game works.
Added a tutorial that explains how to play Zha
Arrows to navigate through the tutorial pages
Included in-game snapshots to explain gameplay so that it made more sense to the player when they actually have to play
Gave some hints as to game mechanics so that players can get a better grasp of how to win
Immediate feedback means that the game should have indicators to the player informing them of how well they are doing in the game. It is also for indicators that tell the player how well they are doing in the game at any given moment. Some examples are by audio or visual cues.
Menu Buttons:
Added an indication to show when player is hovering over a clickable button
Added sound effects that are played when player clicks buttons
Visual
Added UI on screen to show controls during gameplay
Added UI to tell player if it is their turn or not
Moved the "Zha!" UI to show more obviously who is attacking by having it show up in different spots for each player in singleplayer
Made it so that the CPU will wait for all animations to finish playing before attacking on its turn
Audio
Added voices to the players so that there is an audio cue to when each player attacks
Added sound effects when hands are attacked
Added a lose and win screen
Gameplay
Win Screen
Lose Screen
In the previous version of the game, to win in singleplayer against the CPU is completely up to chance as the CPU's hands just change at random whenever the player presses "Zha!". So I added a "reaction time" to the CPU in which if you act fast enough, the CPU will not have a chance to react and change its hands. This enables the player to increase their chances of winning by attacking quickly and changing their hands to something that would kill the opponent's hands. The reaction time is a range so that it's not too easy for the player to predict when the CPU would or would not change their hands. This encourages the player to just move as fast as they can to kill off the CPU's hands.
Attacking the CPU before it can react and change hands
Attacking the CPU after waiting for awhile, CPU's hands change
What did I do well?
I'm glad that I managed to apply what I learnt from my research into the game to make it more interactive and engaging
I feel that the audio and visual cues done in the game are sufficient enough to tell the player what is happening on the screen and are abele to enhance the gameplay experience
What did I not do well? Why?
I could not add a gradually increasing difficulty upon replays if the player won to create a difficulty progression.
Similarly to Perform, I was busy with other schoolwork that caused me to be unable to have time to complete all that I initially planned to do.
How can I improve?
I could have managed my time better by assigning specific time to do guided learning instead of just leaving it to when I am finished with my other schoolwork.