Appendices

User Manual

Game Controls & Settings

To play our game simply launch the game and position your device's camera or any connected camera's you may be using in an area with good but not intense lighting. If using motion input, remember to click back into the game after the motion input window pops up to refocus onto the game.

Controls

  • Motion input using camera tracking
  • Keyboard (WASD or arrow keys)
  • Mouse for drag and click actions
  • Joystick support for some games

Settings

  • Simplified Controls option
  • Adjustable volume
  • Show Tutorials toggle
  • Adjustable motion input components

We've also included a 'Simplified Controls' option in the settings menu which is a more convenient option for the jogging to walk motion input. Volume can also be adjusted in the settings menu alongside the option to turn on 'Show Tutorials,' which will ensure the next training opportunity gives you guidance on how to play before getting into the game itself.

All of our games can be played through motion input as well as keyboard and mouse if a camera is not available to you. We've stuck to intuitive keyboard and mouse controls such as clicking and dragging, and 'wasd' and arrow key controls. Some of our games, such as golf, may support joystick control; however, as this wasn't a main focus of our game, this does not follow through to the rest of the games.

If downtime from our game is needed, no need to worry since none of our games are time-based, and any timers seen do not contribute towards your score. Lastly, if you believe the motion input is not running as it should, simply exit the application and relaunch the game.

Deployment Manual

Installation Guide

Our game is available on the Microsoft Store. To install it through the Microsoft Store, simply search 'Super Explorers' and download then install it on your Windows device. It is also available for all operating systems in the form of a Unity build application contained within a zip folder. To play our game using motion input, you must also download the ViGEmBus extension seen in the zip containing our project. However, it is to be noted that ViGEmBus is only supported on Windows devices, and therefore motion input in our game is only available on Windows devices.

  1. Download our zip folder containing our project.
  2. Unzip the folder and store the contents somewhere accessible.
  3. Extract Folder
  4. Our game utilises a ViGEmBus extension to allow for the motion input, which should be automatically installed if done through the Microsoft Store. It can also be found in the following link: ViGEmBus.
  5. [Optional] To make the game more easily accessible, right-click the 'SuperExplorers' Unity executable, then click 'Show More Options' and then 'Create shortcut.' Following that, drag the newly created shortcut to your desktop.
  6. Show More Options
    Create Shortcut
    Drag To Desktop
  7. Run the 'SuperExplorers' Unity executable (double-click the shortcut on the desktop if step 4 was done).
  8. Run Executable

Need Help With Installation?

If you encounter any issues during installation, please contact our support team.

Get Support

Monthly Video

Development Updates

Subscribe to Our Development Channel

Stay updated with our monthly progress videos and be the first to know about new features.

Subscribe Now

Development Blog

Below you'll find summarized updates from our development journey. These previews highlight key milestones and challenges we've encountered throughout the project. Click "Read More" on any entry to be directed to our detailed Notion blog where you can explore the full development process, including images, technical details, and team insights.

Week 3-5 : Requirement gathering, Design and HCI

We've made significant progress in our game development project after productive meetings with our client. The project scope has been defined as a four-player split-screen game featuring multiple mini-games within an explorable map environment. Our client has encouraged creative freedom while maintaining regular check-ins to ensure we're aligned with their vision.

After thorough discussions and feedback sessions, we've finalized five engaging mini-games: Wipeout, Racing, Bubble Burst, Potion Making, and Golf. The client emphasized that all games should feature simple controls and consider the multiplayer aspect, ensuring all players have meaningful ways to collaborate and enjoy the experience together.

We've also consulted with the MotionInput team to explore motion-based control integration, giving us valuable insights into the feasibility of our concepts. Initial concept designs have been created, visualizing our game environments and characters with a focus on creating visually appealing scenes.

As we move forward, we're addressing several challenges: learning the Unity Engine, understanding our target audience's specific needs, navigating asset acquisition, and designing games that are enjoyable without being addictive. Our next steps include developing HCI (Human-Computer Interaction) materials and creating personas that accurately represent our target users.

Read More

Week 12-14: Development Progress Update

As we approach our deadline, we've shifted focus to development with working mechanics now in place for our game components. We're using Excel and Jira for efficient task management and timeline tracking.

We've made significant progress on Exploration, Mini Golf, Potion Brewing, Wipeout, and Racing. Our sixth planned mini-game, 'Bubble Burst,' has been temporarily deprioritized after consultation with our clients. They've confirmed that the four existing games plus the exploration component provide sufficient content for the project scope. We may still implement Bubble Burst if time permits, but it's currently marked as minimum priority.

Key Challenges:

  • Mini Golf: Asset limitations required learning Blender for custom map creation, while physics issues with the golf ball required extensive troubleshooting
  • Racing: Creating efficient track boundaries without cluttering the Unity scene with numerous colliders remains a challenge we're actively addressing
  • UI: We're planning to implement additional Unity assets to enhance visual polish across all games.

Throughout development, key challenges included learning Blender for custom Mini Golf maps, implementing efficient track boundaries for Racing, and enhancing UI elements across all games. We're addressing each issue with targeted solutions to improve gameplay while considering performance

Read More

Week 19-21: Finalisation

Our team was invited to conduct supervised playtesting sessions at Helen Allison School alongside other motion input teams. Working with younger students in two different classrooms, we gathered direct feedback on gameplay experience and user satisfaction. While we acknowledge some positive bias may exist when introducing games in a classroom environment, the feedback forms provided valuable insights into how our target audience interacts with our game in a real-world setting.

A key technical decision in our final development phase involved our exploration map. After careful evaluation of the procedural generation library, we determined it hadn't yet reached the necessary stability for our requirements. In consultation with our clients, we implemented a hardcoded map design instead, offering several advantages: consistent performance with predictable computational requirements, better quality control with carefully designed areas, enhanced accessibility through environmental predictability, and improved development efficiency as we approached our deadline.

As we approach final delivery, we've focused on both game optimization and comprehensive documentation. We've significantly improved our Unity build by conducting a thorough asset audit, removing unused components, optimizing script performance, and reducing overall file size without sacrificing quality. Simultaneously, we've completed our project website documentation, with the relvant background reseach done into for example legal considerations regarding GDPR and data protection. This final phase has highlighted our team's resilience and flexibility in meeting project goals despite the challenges encountered along the way.

Read More