School Project

School Project

School Project

Game Redesign Project: Dave the Diver App Design

Course

INF2164 UX Research and Design for Video Games

Role

UX Designer

Date

08/2023 - 12/2023

Platform

iOS

Tools

Figma

Photoshop

Method

Research

Interface Design

Graphic Design

Game Description

Dave the Diver is a pixelated single-player adventure game with two major systems: the fishing system and the restaurant-serving system. The challenge of the fishing system involves capturing fish under limited oxygen levels and backpack capacity to fulfill missions and gather fish for the restaurant. In the restaurant-serving system, the challenge is to curate the menu to maximize income and efficiently fulfill customer orders.

Original Platform

The original platform of Dave the Diver is PC, which was released on June 28, 2023. The Nintendo Switch edition was released on October 26, 2023.

New Platform

The new platform I choose to port is on smart mobile devices.

Justification

On the new mobile device platform, players are liberated from the need for keyboards, a mouse, or controllers. This flexibility allows players to enjoy the game wherever they choose, as long as they have their phones. To suit the characteristics of the new platform, adjustments are made to the user interface (UI). The UI is now designed to be manipulated by hand, aligning with the touch-based controls of mobile devices. Additionally, graphics are enlarged to ensure optimal visibility and functionality on the smaller screen. When porting Dave the Diver to the mobile device, it is important to preserve the competency requirement of aim precision, strategical decision under limited resources, and quick reflex upon challenges.

Original Control Scheme

PC

In the original PC edition, players can use either a keyboard and mouse or controllers. The fishing system uses the keyboard for navigation and the mouse for combat, with left-clicks for melee and right-clicks for using a harpoon. The restaurant-serving system involves "WASD" keys for navigation, space for interactions, and shift for dashing.

The control scheme is more effective on Windows due to reliance on a mouse. Mac users, however, face challenges with the touchpad, especially in performing essential functions like right-clicking with the harpoon, making the gameplay less seamless.

Nintendo Switch

In the Nintendo Switch edition, gameplay utilizes Joy-Cons with the left stick for navigation and the "B" button for melee combat. Harpoon aiming and firing are managed by the "A" button and left stick. The restaurant-serving system also uses the left stick for movement and the "A" button for interactions, with the "LT" button for dashing.

The control scheme on the Switch is more seamless, especially for harpoon aiming, which is simpler than on PC. This avoids the need for simultaneous mouse movement and clicking, leading to more precise actions. However, the small screen size of the Switch can make some UI elements, like fish, appear too small when not connected to an external monitor.

New Control Scheme

Mobile

The updated control scheme introduces a virtual joystick for navigation and dedicated buttons for actions, enhancing usability and intuitiveness. This scheme combines the best features of previous systems, employing a virtual joystick on the left for movement and aiming, with right-hand buttons for firing weapons and interacting. The "open bag" function has been strategically moved to the left to avoid accidental activation, given its infrequent use, and in-game UI elements have been enlarged for better visibility on smaller screens.

This intuitive layout allows players to focus more on gameplay rather than memorizing controls, simplifying item selection and interaction. Players can now quickly select items directly or use drag-and-drop for adding new recipes, streamlining in-game operations. Although the design includes a "phone inside of a phone" element to keep game consistency, the control scheme overall offers greater freedom and efficiency in game manipulation.

Redesign

Fishing System HUD-1

Original Platform Screen

New Platform Screen

Design Note

This screen has been chosen because it is central to the core game loop and marks a significant change in the control scheme. It displays both the original and redesigned fishing system. I've incorporated a virtual joystick on the left-hand side for navigation and replaced the keyboard/controller-operated weapon controls with buttons on the right-hand side, enabling direct interaction for weapon use. To improve visibility, I relocated the oxygen level indicator to the upper left corner, allowing players to easily monitor oxygen levels without obstruction from left-hand actions. Additionally, I added a bag button in the bottom left corner for quick access to the bag.

Fishing System HUD-2

Original Platform Screen

New Platform Screen

Design Note

This screen is highlighted as it is central to the core game loop and signifies a substantial change in the control scheme. In the original setup, when high-level fish appear, players are required to repeatedly press the space key or the “A” button. In the revised control scheme, I've maintained the action of repeated tapping but shifted it to the harpoon button. Additionally, I've introduced haptic feedback to enhance the tactile response, creating a more immersive gaming experience.

Fishing System Menu

Original Platform Screen

New Platform Screen

Design Note

This screen is selected because it denotes a significant change in the inventory system. The bag layout has been modified to show only one category at a time. Tapping on the bag icon reveals the bag screen on the right-hand side, providing players with convenient access using their right hand. Within the bag, players can adjust acquired items, and on the equipment page, they have the option to switch their equipped weapon. The “Y” button to return to boat and the “B” button to close the bag screen are replaced with buttons that will perform the action directly upon tapping.

Restaurant System HUD

Original Platform Screen

New Platform Screen

Design Note

This screen is selected because it is integral to the core game loop of the restaurant system and highlights a significant shift in the control scheme. In the restaurant system, traditional keyboard/controller navigation has been replaced with a virtual joystick. The dashing and serving functions are now activated by directly tapping corresponding buttons. Additionally, the icons at the bottom have been enlarged to enhance visibility on smaller screens.

Restaurant System Menu

Original Platform Screen

New Platform Screen

Design Note

This screen is highlighted because it represents a significant change in the control scheme of the menu system. Players can now access the menu page by simply tapping the menu icon located at the bottom of the screen. Additionally, adding recipes has been streamlined; players can directly drag and drop recipes into the menu, enhancing user interaction and efficiency.

Phone Menu

Original Platform Screen

New Platform Screen

Design Note

This screen is highlighted as it marks a significant change in the control scheme of the phone feature. Players can now open the phone feature by tapping the phone icon located in the bottom left corner. Upgrading items has been simplified; players can tap directly on the item they wish to upgrade.

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© Kehan Tan 2024