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MAOU’S SEKAI: A VOICE-CONTROLLED ACTION-ADVENTURE

ANDROID GAME FOR PERSONS WITH ARM DISABILITIES

A Capstone Project Presented to the Faculty of the


College of Information and Communications Technology
Bulacan State University

In Partial Fulfillment
of the Requirements for the Degree
Bachelor of Science in Information Technology

By:
Clark Brendan F. Abug
Jerald JR. DC. Codillo
Enrico DC. Cristobal
Eloisa J. Ocay
Michael Ralph V. Santos

June 2018
ABSTRACT

There are uncountable number of existing video games around the world and it
continue to rise as the number of indie game developers and video game companies
increases. However, despite the number of countless video games, there are still a lot of
people that’s not fortunate enough to experience playing a video game especially the people
with disabilities.

For that reason, the researchers made a study to develop a video game for persons
with disabilities specifically with DASH (Disabilities of the Arm, Shoulder and Hand).
This study discusses how the game can be played using voice instead of hands. The study
also includes the parallax background that creates an illusion of depth to make the game
more immersive for the player. To make the game more entertaining, there are story scenes
and mini games that can be unlocked for each cleared level. Researchers also provided a
tutorial for the player to easily learn the game. In order to clear the game, the player should
defeat the final boss at the last stage.

The researchers developed the game using Unity as the game engine, Sublime Text
as the code editor and Adobe Photoshop for creating 2D assets for the game. The
researchers also used Mobile Speech Recognizer, a plugin that enables the voice
recognition functionality.

The development model used in developing the game is called Spiral Model, an
iterative development method and is used ideally for game development. The Spiral Model
used has five phases, planning, design, implementation, playtest and evaluation which will
be performed over and over again until the expected output has achieved.

The game was evaluated in terms of environment, concentration, challenge, player


skills, control, clear goals, feedback, and immersion with an overall average rating of 4.13
out of 5 interpreted as “Very Good”.

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TABLE OF CONTENTS

PRELIMINARIES Page No.


Abstract ................................................................................................................................ i
Table of Contents ................................................................................................................ ii
List of Tables ..................................................................................................................... iv
List of Figures ......................................................................................................................v
List of Appendices ............................................................................................................ vii

Chapter I – INTRODUCTION
Project Context.....................................................................................................................1
Purpose and Description ......................................................................................................2
Objectives of the Study ........................................................................................................2
Scope and Limitations..........................................................................................................3

Chapter II – REVIEW OF RELATED LITERATURES/SYSTEMS


Technical Background .........................................................................................................4
Related Studies.....................................................................................................................5
Disabilities in Gaming Industry ...........................................................................................6
Game Development Tools ...................................................................................................7
Android Runtime Permission...............................................................................................8
Voice-Controlled Video Games ...........................................................................................8
Simplified Voice-Controlled Mobile Games .......................................................................9
Synthesis ..............................................................................................................................9

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Chapter III – TECHNICAL BACKGROUND
Methodology ......................................................................................................................10
Development Model...........................................................................................................11
Requirements Analysis and Documentation ......................................................................12
Design of Software, Systems, Product, and/or Processes ..................................................14
Description of the Prototype ..............................................................................................18

Chapter IV – RESULTS AND DISCUSSION


Significant Features ...........................................................................................................24
Development Tools ............................................................................................................34
Respondents of the Evaluation...........................................................................................39
Data Instrumentation ..........................................................................................................39
Evaluation Form.................................................................................................................39
Data Analysis .....................................................................................................................39
Data Processing and Statistical Treatment .........................................................................41

Chapter V – SUMMARY AND RECOMMENDATIONS


Summary ............................................................................................................................48
Recommendations ..............................................................................................................49

REFERENCES.................................................................................................................50

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LIST OF TABLES

Table No. Page No.


1 User Requirements…………………………………………………... .................12
2 Software Requirements…………………………………………………... ..........13
3 Hardware Requirements…………………………………………………............13
4 Respondents of the Evaluation………………………………………………......39
5 Five Point Likert Type Attitude Scale………………………………………. .....39
6 Mean Distribution of Respondents Rating According to Environment……... .....41
7 Mean Distribution of Respondents Rating According to Concentration……... ...42
8 Mean Distribution of Respondents Rating According to Challenge………… ....43
9 Mean Distribution of Respondents Rating According to Player Skills………... .43
10 Mean Distribution of Respondents Rating According to Control……………... .44
11 Mean Distribution of Respondents Rating According to Clear Goals ..................45
12 Mean Distribution of Respondents Rating According to Feedback .....................46
13 Mean Distribution of Respondents Rating According to Immersion ...................46
14 Summary of the Weighted Mean for the Voice-Controlled Action-Adventure
Android Game for Persons with Arm Disabilities ………………………. ..........47

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LIST OF FIGURES

Figure No. Page No.

1 Conceptual Framework…………………………………………………. .........10


2 Spiral Model……………………………………………………………….......11
3 Hierarchal Chart……………………………………………………………… .17
4 Main Menu………………………………………………………… .................18
5 Settings………………………………………………………… .......................19
6 Sounds………………………………………………………… ........................19
7 Help………………………………………………………… ............................20
8 Mini Games………………………………………………………… ................20
9 Game Difficulties………………………………………………………… .......21
10 Story Scenes .......................................................................................................21
11 Tutorial…………………...................................................................................22
12 Stage Navigation ………………… ...................................................................22
13 Game Over………………… .............................................................................23
14 Credits………………… ....................................................................................23
15 Voice Commands………………………………………………………… .......24
16 Parallax Background……………………………………………. .....................25
17 Parallax Background Layers……………………………………………. .........25
18 Story Scene Navigation……………………………………………..................26
19 Introduction Story Scene……………………………………………………....26
20 Stage 1 Story Scenes ..........................................................................................27
21 Stage 2 Story Scenes ..........................................................................................27
22 Stage 3 Story Scenes ..........................................................................................28
23 Final Stage Story Scenes....................................................................................28
24 Mini Games…………………………………………. .......................................29
25 Tutorial Introduction………………… ..............................................................30

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26 Controls and HUD Introduction…………………………………………….....30
27 Practice Mode…………………………………………… ................................31
28 Wispy Fairies…………………………………………… .................................31
29 Doku Land…………………………………………… .....................................32
30 Sabaku Land……………………………………………...................................32
31 Toketsu Land…………………………………………… .................................33
32 Final Boss……………………………………………………….......................33
33 Unity…………………………………………………………. .........................34
34 Sublime Text…………………………………………………… ......................35
35 Mobile Speech Recognizer………………………………………………… ....36
36 Adobe Photoshop……………………………………… ...................................37
37 Android Phone……………………………………… .......................................38

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LIST OF APPENDICES

Appendices
Appendix A ........................................................................................ Relevant Source Code
Appendix B ............................................................... Evaluation Tools & Text Documents
Appendix C .................................................................................................... Game Manual
Appendix D .............................................................................................. Curriculum Vitae

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Chapter I

INTRODUCTION

This chapter discusses the context of the study, the problem they are facing as well
the proposed solution and the purpose of the project. This chapter also contains the main
objective of the study and the development tools and methods used in developing the
project. The main features, functions and the limitations of the project will be discussed
here as well.

Project Context

Entertainment is an important part of our lives and from time to time the kinds and
types of entertainment adds up. One is video games which is under of electronic
entertainment. There are millions of people playing video games all around the world. Not
only for the sake of entertainment, some video games can be used in education, socializing
and even for treating patients.
At the time when specialized video games such as arcade games have gradually
declined due to the widespread availability of affordable home video game consoles and
video games on computers and smartphones. A lot of parents got worried because of how
video games could affect their children in many ways. Like how it could affect their studies,
how it could affect their health and many more reasons why they’re not in favor of video
games. But it’s different now, seeing the good effects of video games in different kinds of
things. For example, a video game that can be used in education, where students can learn
while playing. There are also studies that show playing video games could actually improve
vision and can also help treating persons with dyslexia, a condition in the brain that makes
it hard for a person to read, write, and spell. The benefits that a video game could give
varies in its genres, gameplays and platforms.
There are uncountable number of video games that has been made across all
platforms, some were developed by students, some were created for advertising purposes,
but the most were made by millions of individual game developers. Despite the countless
available video games, there are still people who could barely or even worse never been
experience a video game. Not because they can’t afford to buy a video game platform but
because they’re incapable to do so for a reason that they lack something that all gamers
have. These persons are the people with arm disabilities. The arms of a person are the ones
that do almost all physical works when playing a video game. There are only few
individuals and organizations that supports people with disabilities in gaming, most of them
make a custom video game controller for a disabled person. But that would only be for the
wealthy and the fortunate ones, how about for someone who can’t afford it.
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The research team had come up a kind of video game that people can play without
the needs of hands. It’s an android game that can be played using voice commands. There
are some few voice-controlled games for PCs and other video game platforms like Mass
Effect 3 and Nevermind but when it comes to smartphones, most are just simplified like
Chicken Scream and YASUHATI where only the voice pitch is needed to play this game
and the actual speech recognition was removed. The video game made by the team is an
action-adventure and it is the first voice-controlled action-adventure android game.
Spending money wasn’t also necessary to play this game, the arm disabled person can just
borrow a smartphone from his family or friends. With these kinds of video games, even an
arm disabled person can experience a video game.

Purpose and Description

As voice-controlled video games are one of the least kinds of video games that an
arm disabled person can play. The team developed a voice-controlled action-adventure
android game dedicated for persons with arm disabilities. Giving arm disabled persons the
chance to experience the kind of fun that only a video game could give. Not just adding
playable video games for persons with arm disabilities but also contributes to the disabled
gamers community, making gamers with disabilities to get more recognition in gaming
industry. For the video game companies to add some features to their games that will enable
some people with disabilities to play it and for the game developers, teams and video game
companies to make more video games that a disabled person can play.

Objectives of the Study

General Objective
The general objective of the project was to develop a voice-controlled android game
for persons with arm disabilities.
Specific Objectives
The specific objectives were:
1. To be able to integrate the following significant features:
a. Voice commands;
b. Parallax background;
c. Story scenes and mini games;
d. Tutorials;
e. Game Stages.

2. To be able to develop a voice-controlled game using the following


development tools:
a. Unity;
b. Sublime Text;
c. Mobile Speech Recognizer;
d. Adobe Photoshop;
e. Android (Lollipop).
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3. To be able to evaluate the game criteria in terms of:


a. Environment;
b. Concentration;
c. Challenge;
d. Player Skills;
e. Control;
f. Clear Goals;
g. Feedback;
h. Immersion.

Scope and Limitations

The project is a voice-controlled android game where a player may command using
voice to control the character such as saying “Jump” for the character to jump and to
navigate the game such as saying “Quit” to quit the game making the game a fully voice-
controlled game. The target users of this project were the people with arm disabilities, but
normal people can still play this game.
The limitation of this project is that sudden calls, text messages, low battery
warning and any other alerts, reminders and notifications that could pop up and interrupt
the game are out of this game’s boundaries. Therefore, having a companion besides the
arm disabled player that’s not capable to handle those kinds of things is necessary. Also,
for better gaming experience surrounding should be with minimal noise as the game will
receive all the incoming sounds and will try to convert all clear words received as voice
commands.
In order for the game to play using voice, internet connection will also be needed
and the speed of the execution depends on the speed of internet connection. The version of
the android device should also be Android 5.0 (Lollipop) or below or otherwise the voice
recognition of the game will not function due to the android runtime permission.
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Chapter II

REVIEW OF RELATED LITERATURES/SYSTEMS

This chapter discusses the technical background and the studies related to the
project including the disabled gamers and developers and some charities, organizations and
companies that contributes and made history for people with disabilities in gaming
industry. This chapter also discusses the game development tools used within the study as
well as the synthesis of the study based from related and existing games.

Technical Background

The team developed a mobile video game for persons with arm disabilities. A video
game is an electronic game where the player interacts with a user interface to generate
visual feedback on a video screen or sometimes on a virtual reality head-mounted display
goggles designed mainly for entertainment purposes. Electronic systems known as
platforms like video game consoles, personal computers and mobile devices are used to be
able to play a video game. The input device used for video games known as video game
controller or just controller varies across platforms. Common controllers are gamepads and
joysticks of video game consoles, mouse and keyboards of personal computers and the
touchscreen of mobile devices. There are also some special purpose video game controllers
like steering wheels used for driving games.
The team developed the mobile video game under android platform. Android is an
open-source mobile operating system developed by Google designed primarily for
smartphones and tablet computers. Its user interface mainly uses touch gestures that loosely
correspond to real-world actions, such as tapping, swiping, and spreading, to operate the
phone screen interface, along with a virtual keyboard for text input. Aside for touchscreen
mobile devices, android has been further developed by Google for televisions, digital
cameras, game consoles and other electronics.
The game genre of the android game developed by the team is action-adventure.
It’s a hybrid game genre that combine core elements from the action and adventure genres.
Compare to pure adventure games, action-adventure games are more fast paced and also
involves problem solving unlike action games that is pure combat. Some popular action-
adventure video games are The Legend of Zelda, Assassin’s Creed and Grand Theft Auto.
The major feature of the project is that the player may use voice to play and navigate
the game, it is called voice recognition. It is the ability of a program to receive, understand
and carry out spoken commands. Just by simply speaking to voice recognition systems lets
the user to interact with technology, doing the tasks hands-free. Some of the popular video
games that has voice recognition functionality are There Came an Echo and Mass Effect 3.
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Related Studies

There’s a study about a video game that encourages audio interaction between
players through the video game system. It’s a video game by Edelstein (1992) that has
audio player interaction with real time video synchronization. The video game system is
configured so that when a player speaks, it is synchronized to a video object that represents
the player in real-time. The video display unit is the one that transmits the audio output and
rather than coming from the player, it is associated with coming from the image. The
synchronization is done if the loudness of syllables in the player's speech matched with the
facial expression of the video object. For receiving audio input from a player as well as a
video display for displaying video images, the video game system includes an audio input.
It also includes a data processing means that is programmed to generate and coordinate
activity of the video game. To facilitate player interaction and interaction with the video
game system, each player may be provided with a headset that includes a microphone and
earphones. The video game system may also include a distorter that distorts the audio
output to reflect the nature of a player's video object and a game play back and game
recording system for retrieval and play back of a stored video and audio information.

A study about the system and method for menu-driven voice control of characters
in a video game environment by Luisi (2006). It’s about a player that can control actions
of characters in the game environment using speech commands both in a learning and non-
learning mode. In a learning mode, available speech commands are displayed in a
command menu unlike in a non-learning mode. The vocabulary of available speech
commands is contained in a speaker-independent context-sensitive speech recognition
module. Use of speech commands is combined with input from a controller device to
control actions of characters in the game environment.

There’s also a study about a voice-to-text chat conversion for multi-player


networked video game. This study according to Smith (2010) is about providing a video
game chat capability that identifies the characteristics of the player’s speech and selects
text display formatting using voice-to-text conversion. In more detail, it’s a video game
that analyzes speech to vary the font size and/or color of associated text displayed to other
players. For example, if the amplitude of the player’s voice is high, the text displayed to
other users is displayed in a larger than normal font. If the player’s voice sounds stressed
or aggressive words are used, the text displayed to other players is displayed using a special
format for example, the font color is ed. Other analysis may be performed on the speech in
context to vary the font size, color, font type or other aspects of text presentation and/or
display.
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Esaki and Yano (2010) made a study about a video game that can be controlled via
microphone rather than handheld controller, console, or the like. A microphone-based
video games allow a player to interact with a video game via a microphone. The method
of operating a microphone-based video game comprises presenting the video game on a
display, receiving one or more motion sensor signals from a microphone comprising a
motion sensor, detecting a change of state of the microphone between an in-use state and
an inactive state based upon the one or more motion sensor signals received from the
microphone, and in response to the change of state of the microphone, changing a number
of representations of players displayed in the video game.

In addition to related studies, Nick Landry (2016) a developer made a SlideShare


titled “Building a New Generation of Mobile Games with Speech”. Discussing the
availability of speech recognition and its use to create a whole new generation of mobile
apps and games. The session explores the design models and development techniques that
can be use to add speech recognition to mobile games, including in-app commands,
standard and custom grammars, and voice commands usable outside the game. With the
help and use of speech recognition, it can open-up a new world of hands-free scenarios.

Disabilities in Gaming Industry

This capstone project was inspired by George Levay and their team’s invention
from Johns Hopkins University (2016). Levay is a double arm amputee who lost both of
his hands, part of his feet and some of the skin on his face cause by a meningitis infection
7 years ago. Their invention is a pair of video game-controlling sandals which is used to
play different kinds of video games. One foot is currently programmed to control the
movements while the other foot controls the actions of the character of the game. The
system recognizes eight different types of inputs, four per foot, but the inventors says it
could still increase as many as 20 buttons. The invention has successfully used to play
popular games such as Counter-Strike, Fallout 4 and World of Warcraft.
According to an article from the website cnet (2016), there’s a gamer named Mike
Begum aka BrolyLegs who is known to be the best Chun-Li player in Ultra Street Fighter
IV in the world. But what makes him more remarkable is he plays using his mouth. Born
with arthrogryposis, Begum has limited muscle development. He plays by putting his left
cheek on the control stick and to press the buttons, he uses his tongue inside his right cheek.
Capcom even produced a video profiling him to mark Street Fighter V’s release.
There’s also an article from the website The Economist (2017) stated that some
developers go out of their way to take disabled people’s interests into account. One such is
Geoffrey Harbach, the boss of Long Eaton Powered Mobility Integration Service. He’s a
British firm that makes hardware for disabled gamers and the designs are intended mostly
to accommodate those whose ability to move is restricted in one way or another. Some of
they make are one-handed controllers designed for amputees, they also make adaptors that
serve as central hubs for a variety of other devices called “Switch Access Pods”. It is
designed to do what common directional pads and buttons do on video game controllers,
but in a way that is more accessible for a disabled person.
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There’s a nonprofit charity organization that makes video games more accessible
for people with disabilities, the AbleGamers Foundation also known as The AbleGamers
Charity (2018). As stated to their website, through the power of video games they utilize
fun to bring inclusion and improved quality of life for people with disabilities. To help
people with disabilities, they talk to each individual, find out what they need and want
specifically to determine the exact equipment needed to make gaming more accessible for
everyone.
Aside from AbleGamers, there’s also a charity which specializes in aiding people
with disabilities, the Special Effect (2018). It’s a UK-based charity which helps young
people with disabilities to play video games by finding the games they can play and work
out how they can play the games they are unable to play. They specialize in alternate
gaming devices including eye-tracking software and specially-modded controllers.

Game Development Tools

Unity is a cross-platform game engine which is primarily used to develop both 2D


and 3D video games. It offers a platform for creating and engaging 2D, 3D, VR, and AR
games and apps. The Unity game engine can support many platforms such as PCs,
consoles, the web, mobile devices, and even head-mounted displays.

Sublime Text is a proprietary cross-platform source code editor and supports many
programming languages and markup languages. It has a lot of features that most
programmers love such as “Goto Anything” for quick file navigation, Command Palette
that uses adaptive matching for quick keyboard invocation of arbitrary commands and
extensive customizability that gives flexibility as settings can be specified on a per-file type
and per-project basis.

Mobile Speech Recognizer is a Unity plugin that can be purchase from Unity Asset
Store. It lets the developer to use speech-to-text OS engine and check if the current device
supports speech recognition. It works on both IOS and Android and also supported all
major languages. It doesn’t require Unity Pro and has easy integration.

Adobe Photoshop is a raster graphics editor developed for macOS and Windows
and is extensively used for raster image editing, graphic design and digital art. It is the
predominant photo editing and graphic design software where the user can create and
enhance photographs, illustrations, and even 3D artworks.
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Android Runtime Permission

At the time when the Android 6.0 (Marshmallow) has been released, there has been
some changes on that version along with the latest android versions than the earlier
versions. Back then in android version Lollipop and below, android devices will ask the
user first for permission to use the app. But after the android version Marshmallow, android
versions higher than Lollipop now uses runtime permission instead. Meaning the Android
Runtime Permission System will ask the app’s user to grant permissions while the app is
running rather than when the app is first installed. Any apps that’s missing a permission
will be shut down by the system. Unfortunately, Unity doesn’t support the Android
Runtime Permission System so the voice commands of the game developed by the team
will not function to the android phones with the version above Lollipop as the voice
command functionality is from the Unity plugin purchased from Unity Asset Store.

Voice-Controlled Video Games

Seaman is a virtual pet video game developed by Vivarium and published by Sega
for Dreamcast. It was released in 1999 and is one of the first video game to take advantage
of the microphone and got significant attention. The player’s role is to take care a fish with
a human face called Seaman that will soon transform into a frog-like creature. Eventually,
the Seaman will ask the player such as his birthday, if the player responds via the
microphone, the Seaman will then share some significant events which happened on that
date.
Operator’s Side also known as Lifeline is a survival horror adventure video game
developed by Sony Interactive Entertainment and published with Konami Digital
Entertainment for PS2. It was released in 2003 and the game sold well enough to become
one of the PS2 The Best. In this game, the player can use a unique voice command system
to help two people survive an alien invasion. While the player controlling the one survivor,
the player must instruct the other survivor name Rio on how to proceed through the game,
including combat situations where she can be told specific alien parts to aim for. However,
the game was widely panned upon release due to the gimmicky and imprecise use of voice
commands.
Odama is a mix of RTS (Real-Time Strategy) and Pinball video game developed
by Vivarium and published by Nintendo for GameCube. It was released in 2006 and also
uses voice commands. The player will command a small army while hitting a giant ball
called Odama using a giant flipper. There are multiple ways to lose in this game, like when
the time runs out or when the soldier that’s carrying the bell get stuck behind the giant
flippers.

Tom Clancy’s EndWar is a real-time tactics strategy war video game developed by
Ubisoft Shanghai and published by Ubisoft for PS3, Xbox 360 and Windows. It was
released in 2008 and it claims that the game is “completely controllable through voice
commands” supporting at least the English language. The voice commands can be input
through any headset that works with the console/computer the player is using. A sequel
was in the works, but due to the game’s commercial failure, it was officially cancelled.
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Mass Effect 3 is an action role-playing third person shooter space opera video game
developed by Bioware and published by Electronic Arts for Windows, Xbox 360, PS3 and
Wii U. It was released in 2012 and includes a voice command feature exclusively for Xbox
360. Kinect allows the player to choose dialogue options by reading the paraphrase aloud
and issue voice commands to squad members during combat. However, the Kinect features
just augment in-game conversations and does not serve as an alternative control.

There Came an Echo is a real-time tactics strategy video game developed and
published by Iridium Studios for PS4 and Windows through Steam. It was released in 2015
and also recognizes voice. The player will control up to four people using a combination
of voice-based controls and traditional mouse-driven interfaces. The game was
crowdfunded via Kickstarter then received further investment from Intel.

Simplified Voice-Controlled Mobile Games

The idea of this capstone project came from an audio-controlled video game called
Whistle Fly developed by Kishlay Raj and was released in 2016 in Google Play. It’s a
sound based mobile game application controlled by mouth whistle. The player needs to
whistle or create some sounds in order to jump and fly in the air to avoid some obstacles.
The stronger the whistle/sound the higher it jumps while the longer the whistle/sound the
slower it lands. This game can adapt to the sound of first person who starts the game and
becomes immune to most of the other noises.

Similar to the game Whistle Fly, YASUHATI or 8th Note is also an audio-controlled
video game developed by Freem Inc. and was released in 2017 in Google Play. But instead
of adapting the voice of the player, the game can be played by any sounds. Whether the
player sings or calls specific words, only the pitch of the sound will determine the action
of the character. Also, the character will only walk or jump instead of flying unlike in
Whistle Fly. For example, soft voice for the character to move forward then loud voice to
jump. Whistle Fly has only 100,000+ downloads with 3.9 average rating while
YASUHATI has 1,000,000+ downloads with 4.4 average rating on Google Play.

There’s also an audio-controlled video game similar to the two and it’s the most
popular. It’s called Chicken Scream developed by Perfect Tap Games and was also released
in 2017 in Google Play. The reason why it’s the most popular is because the interface is
more appealing and there are unlockable chicken characters. Aside from that, there are also
some obstacles to jump on and the player can adjust the sensitivity of the voice. In Google
Play, Chicken Scream has 5,000,000+ downloads with 4.4 average rating.

Synthesis

With the information and knowledge gained from the related studies, the team had
build up more the once proposed project. The subject about disabilities gave the team an
inspiration and motivation to develop the project. As for the similar and related video
games, the team got a lot of ideas and identified what are the gaps to be filled.
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Chapter III

TECHNICAL BACKGROUND

This chapter discusses the methodology of the project and the development model
used to develop the project as well the requirements for the game. This chapter also
discusses the video game design that includes the gameplay and mechanics, story, settings
and the characters of the game and the description of the prototype.

Methodology

The methodology of the whole project started from gathering all the needed
information for the project to the actual implementation to produce the expected output.
Below is the figure that shows the conceptual framework of the project methodology.

INPUT PROCESS OUTPUT


• Interviews • Planning
The research team asked The research team first
random people about disabilities analyzed if the ideas are feasible
in gaming industry. for the project.
• Data Gathering • Design
After the interviews, the Then the research team
Maou’s Sekai:
research team gathered all the defined the features of the project.
A Voice-Controlled Action-
data needed for the capstone • Implementation Adventure Android Game for
project. The research team started Persons with Arm Disabilities
• Related Literatures/Systems implementing the defined
Then the research team studied features.
the related literatures, systems • Playtest
and video games. The research team then tested
• Requirements the game by playing it.
After that, the research team • Evaluation
specified the requirements for the After playtesting, the game
project. was evaluated.

Figure 1. Conceptual Framework

The Figure 1 shows the Input where the team conducted some interviews,
researched and studied the related literatures and systems as well as identifying the
requirements for the project. Process is where the team used Spiral Model as the
development model to develop the project. The Spiral Model is where the development
process is repeated continuously until the expected output has produced.
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Development Model

The used development model to develop the project is called Spiral Model of game
development, it is the extraction of the Spiral Model proper for use in game development.
Below is the figure that shows the cycle of the Spiral Model.

Figure 2. Spiral Model


The Spiral Model is an iterative development method. Iteration means the steps are
performed over and over again. This means the project is conceived, designed, prototyped,
tested, evaluated, and the result of the evaluation will decide whether it will continue or
will end the cycle. The Spiral Model is thus an evolutionary process.
Planning. The planning phase is like the foundation of the project, it is the starting
point of the development where the information and ideas are gathered. This phase is
important because the team will develop the project base from the information gathered
then will determine if the ideas are feasible for the project.
Design. The design phase is where the features will be defined to develop in the
next cycle. Deciding what will be the genre and gameplay of the game and its title. Writing
story and scripts, including the settings and the characters of the game. How many levels
and choices of difficulties. What is the supposed theme of the game, what is/are the target
platform(s) and what are the development tools that will be used. This is also where the
prototype of the gameplay ideas and features of the game are produced.
Implementation. The implementation phase is where all the defined features from
design phase are being implemented and developed. Where the game assets are being
created and used. Creating the GUI (Graphical User Interface) of the game as well the
creation of game stages and story scenes. Including the coding and the implementation of
voice commands. Also, the creation and animation of characters and objects in the game
as well the adding of background music and sound effects.
12

Playtest. The playtesting phase is where the game will be tested by playing it, either
it will be an internal or external testing. This is the phase to gather, collate, and synthesize
the feedback gathered from testing.
Evaluation. The evaluation phase is where the game will be evaluated. Deciding if
there will be some or big changes depending from the feedbacks and results from testing.
This is where either it will go back to planning phase or the cycle will end.

Requirements Analysis and Documentation

User Requirements

The project has user requirements including the android version and internet
connection for the game to function using voice. Below is the table of the user requirements
with the minimum and the recommended for the game.

Table 1
User Requirements
SPECIFICATIONS
CATEGORY
Minimum Recommended

Quad-Core processor and


1. Processor Dual-Core Processor above

2 GB RAM 2 GB RAM and above


2. Memory (RAM)
Android 5.0 (Lollipop)
3. Android Version Android 4.1 (Jelly Bean) and below

4G mobile data
3G mobile data connection or a Wi-Fi
4. Internet Connection
connection access

800 x 480 1366 x 768


5. Screen Resolution

Table 1 shows the user requirements for the processor needed, the minimum
required processor is Dual-Core while the recommended is Quad-Core and above. The 2nd
is the specific requirements for phone memory, the minimum required RAM is 2 GB RAM
while the recommended is 2 GB RAM and above. The 3rd is the required version of
Android, the minimum android version should be Android 4.1 (Jelly Bean) while the
recommended android version should be Android 5.0 (Lollipop) and below. The 4th is the
needed specification of internet connection, the minimum should be 3G mobile data
connection while the recommended should be 4G mobile data connection or an access to a
13

Wi-Fi. The last is the required screen resolution of the android phone for the game, the
minimum should be 800 x 480 while the recommended is 1366 x 768.

Software Requirements

The project has software requirements in developing the project. Below is the table
of the software requirements with the specifications of the software used.

Table 2
Software Requirements

CATEGORY SPECIFICATIONS

Game Engine Version 2017.3.1f1


1. Unity

Code Editor Version 3.0


2. Sublime Text

3. Mobile Speech Unity Plugin Version 1.2


Recognizer

4. Adobe Creative Suite 6 (64 bit)


Photoshop

Table 2 shows the game engine used, the version is Unity 2017.3.1f1. The 2nd is the
code editor used, the version is Sublime Text 3.0. The 3rd is the plugin used, the version is
Mobile Speech Recognizer 1.2. The last is the software used in creating 2D game assets,
the version is Adobe Photoshop CS6 (64 bit).

Hardware Requirements

The project has hardware requirements in developing the project. Below is the table
of the hardware requirements with the specifications of the hardware used.

Table 3
Hardware Requirements

CATEGORY SPECIFICATIONS

Intel(R) Core(TM) i3-6100U CPU


1. Processor @ 2.30GHz

4.00 GB
2. Memory (RAM)
14

Android 5.0 (Lollipop)


3. Android phone

Table 3 shows the processor of the hardware used, the specification is the Intel(R)
Core(TM) i3-6100U CPU @ 2.30GHz. The 2nd is the Memory (RAM) of the hardware
used, the memory is 4.00 GB RAM. The last is the android phone used for playtesting the
game, the specific version is Android 5.0 (Lollipop).

Design of Software, Systems, Product, and/or Processes

Gameplay
Maou’s Sekai is a single player action-adventure game. To play this game, the
player should speak some given keywords for the character to perform some specific
actions. Aside for playing this game using voice, it can also be played using buttons as an
alternative control. In order for the game to progress, the player must complete the level
by reaching the portal that will take him to the next stage. While the objective of the game
is to defeat all enemies blocking his way to reach the portal that will take him to the next
level and also to defeat the final boss to clear the game.
Mechanics
The player plays as Maou Youji and the mechanics of the game are to defeat all the
monsters and reach the portal that will take him to the next stage. The character has two
types of attack, melee and range. But the range attack where the character shoots using a
gun has limited bullets. Therefore, the player should not waste some bullets until he/she
found some ammo drop to help maintain survivability. Aside from attacks, there are also
some other actions and movements in the game like walking, running, etc. The player has
a choice to play the game using voice or using buttons.
Story, Settings and Characters
Back Story
In an average primary school, a grade 6 elementary student named Maou Youji fell
asleep while in the middle of the class. Inside his dream, he portrays as an adult and the
setting is an entirely different world with unknown but familiar creatures. It’s a world
where all of his imaginations gathered and combined. While he’s standing, looking at those
familiar yet unbelievable things he’s seeing, involuntarily, his feet suddenly start moving
and he started to wonder without sense of direction. While wondering around, a tiny furry
creature suddenly pop-up out of nowhere and just simply stared at him, it looks so cute that
Maou wants to hold and squeeze it. But just before his hand touch it, the adorable creature
suddenly transformed into a huge scary beast and attack him. “Rnnngggggggggg!!!” The
sound of the school bell wakes him up and the class has already ended. Surprisingly, he
can clearly remember that dream as if it’s not a dream, it’s more like a real memory. As he
stands up while wiping his mouth, he felt a dark aura that’s creating a cold atmosphere.
Searching where this is coming from, what he saw is his teacher glaring at him.
15

10 years later, exact date, Maou is now currently working as a civil servant. He just
finished his work and is now currently resting. He fell asleep, dreaming, and his dream is
exactly the same as before. He’s waiting for the tiny furry creature expecting that it would
pop up again, but instead some 3-wispy fairies appeared. Afraid that something might
happen again if he tries to bother them, Maou just ignore them and just explore the area
even those 3-wispy fairies keeps following him. As he wonders, he noticed something
strange, what he’s seeing now is more realistic than before. He had a doubt but wants to
confirm it first so he walks around, and walks around, without the care of all the creatures
passing by. And as he walks around, he gets impatient, and then realize that the time were
surprisingly normal. Yet he’s still continue to walks around until he bumps into something.
A giant creature holding a spiky club that looks disturbed, slowly raising his club, Maou
starts to run as he know what’s the giant’s trying to do. He barely avoided the attack,
leaving him with some few scratches, thinking how the scratch feels, there are words that
came out from his mouth “It hurts!”. And it finally convinced him, it’s real, the world
where he’s currently in right now is real.
After he evaded the attack, he comes to the realization that those creatures can
actually cause harm to him or even death. Paralyzed with fear, Maou will surely get hit by
the next attack. But the 3-wispy fairies have come to his aid. The red one creates fire and
burn the giant, while the blue one healed his scratches, and then the yellow one swiftly
dashes him out leaving the burning giant.
After the incident with the giant, the 3-wispy fairies took Maou into a safe place,
or more like a paradise. Everything he needed like weapons, equipment, and even foods
that doesn’t look food at all but actually edible are all scattered around. Through his mind,
the 3-wispy fairies explain everything he needs to know including how to get back to the
real world. Then Maou starts to proceed to the next location to find the “space vortex”
which is the way out from the world he’s currently in.
Plot Elements
Maou Youji, a 21-year-old man who found himself in an unknown world. After
realizing that that world is now a reality, he sets himself to only one goal, and that is to get
out of that world as much as possible.
Maou found some 3-wispy fairies and became his companion that helps him in
many ways to survive. One by one, all 3-wispy fairies sacrifice themselves in order for
Maou to survive.
Maou finally found the space vortex that will take him back to the real world. But
before entering, the biggest threat shows up. Shisai the warden, destroying anyone that will
dare to get near on the space vortex.
After he defeated his nightmare, Maou finally enter the space vortex. As he gets
suck in, a small ray of light flashes to his eyes. It slowly closes his eyes as it gets bigger
until everything turned white in his sight.
16

But when he opened his eyes, he’s just lying in his bed as if nothing happens. Trying
to remember something but all that came out is that he had have a long dream, a dream that
takes place in a different world. A world that can be either real or not but can also be either
both or neither. A world that everything happened in him there seems just like a dream. A
world that truly exist but even he himself can’t prove it.
Game World
The setting of the game takes place in a mystical alien-themed world where
everything there didn’t exist in Maou’s world. It has purplish poisonous forest, reddish
bloody desert and bluish frozen lakes.
Characters
Maou Youji - the main character of the story. A 21-year-old man working as a civil
servant that likes to daydream, he loves imagination a lot more than reality. Then one day,
he found himself trapped in an entirely different world.
Aka, Ao, and Kiiro - the 3-wispy fairies that guides and helps Maou in many ways.
These 3 have abilities that differs from each other.
Shisai - the warden. Maou’s nightmare, destroying anyone that will dare to get near
to space vortex. Shisai is the final boss waiting at the final stage.
Stage Visualization
Doku Land
Maou finally reach the place which is the first stage of his dangerous journey. In
this purplish forest, everything will be related in poisons, making it already dangerous
enough at the beginning of his journey.

Sabaku Land
Because of inexperienced Maou, Ao became the sacrifice just to reach the second
stage. In this reddish desert, everything will be related in fire and explosions. The enemies
here don’t have a poison but each attack deals more fatal damage.

Toketsu Land
This time, it’s because of Kiiro’s sacrifice that Maou safely reached the third stage.
In this bluish lake, everything will be related in ice that can also affect his movement.
Having only one support by his side is what makes this stage more difficult than the
previous ones.

Space Vortex
Aka finally joined Ao and Kiiro as she became the third sacrifice just for Maou to
reach the fourth and final stage. In the last stage, Maou finally reached the way out but the
final boss appeared and blocked his way. In this dark stage, the player should defeat an
overpowered boss while trapped altogether.
17

Hierarchal Chart

The game has stages that the player should clear to finish the game. Below is the
figure showing the hierarchal chart of the game stages.

Game
Stages

Doku Land Sabaku Toketsu Space


(Sub1) Land (Sub1) Land (Sub1) Vortex

Doku Land Sabaku Toketsu


(Sub2) Land (Sub2) Land (Sub2)

Doku Land Sabaku Toketsu


(Sub3) Land (Sub3) Land (Sub3)

Maou Maou
Maou Run
Dodge Defend

Figure 3. Hierarchal Chart


As shown in Figure 3, there are 3 normal stages and then the final stage. The 3
stages have 3 substages then after clearing a specific stage, a corresponding mini game will
be unlocked. The player should clear first the first stages followed by the next stages in
order to reach the final stage.
18

Description of the Prototype


During the development, the team produced prototypes of the game to be tested.
Below are the premade screenshots of the game along with the description.

Figure 4. Main Menu


As shown in Figure 4, the player will be brought here first which is the main menu
after the game has launched. The large texts “Maou’s Sekai” is the title of the game then
below is the “Start”, “Story”, and the “Tutorial”. Start is when the player will play the game
and after making a progress in the game then back to the main menu, a word “Continue”
will show up above the Start to continue where the game has left of. While the Story is
where all the unlocked story scenes are and the Tutorial is the tutorial for the game. There
are also two buttons at the upper left corner, the blue gear is the settings while the other
one is the mini games. The next figure shows the settings of the game.
19

Figure 5. Settings
As shown in Figure 5, the settings canvas will show up once tapped the settings or
the word “Settings” has been said. At the left side inside the option are the “Main” to go to
the main menu, the “Sounds” to go to the sound settings, and the “Help” where the tutorial
and the fb page of the game. On the other side there are also “Resume” to resume and
“Quit” to exit the game. Below is the figure showing the sounds setting of the game.

Figure 6. Sounds
Figure 6 shows that once said the word “Sounds” or tapped it, the sound setting will
show up. Here the player can adjust the volume of the background music and the sound
effects, the player can also mute both of it. The next figure shows the help setting of the
game.
20

Figure 7. Help
As shown in Figure 7, the help setting will show up when the player said or tapped
the word “Help”. Inside the help setting is the tutorial and the fb page of the game. The
figure below shows the mini games of the game.

Figure 8. Mini Games


Figure 8 shows the list of mini games that can be played. Each mini game can be
unlocked and played after clearing the corresponding stage. Each mini game has also its
own gameplay and mechanics. If the player beats the high score of a specific mini game,
the player should type a new player name to replace the player name of the old high score.
The next figure shows the game difficulties of the game.
21

Figure 9. Game Difficulties


As shown in Figure 9, when the player tapped or said the word “Start”, he/she will
be given a choice of difficulties which is the “Easy”, “Medium”, and “Hard” difficulties.
The player will have to choose what the game difficulty first to start the game. Below is
the figure showing the story scenes of the game.

Figure 10. Story Scenes


Figure 10 shows the player can view again the story scenes of the unlocked stages
at the story scenes archive. To view it, the player should say the title of the story scenes or
just simply tap it. The next figure shows the tutorial of the game.
22

Figure 11. Tutorial


Figure 11 shows that after the player said or tapped the word “Tutorial” the player
will be navigated to the tutorial stage. Everything the player needs to know about HUD
(head-up display) of the game and how to control the character are in this tutorial. To finish
the tutorial, the player will be given an opponent to defeat. The next figure shows the stage
doors where the player can navigate the stages of the game.

Figure 12. Stage Navigation


As shown in Figure 12, the player can go back to the cleared stages by entering a
door. By standing in front of a specific door the name of the stage will appear. Below the
stage name is the word “Enter” if the player already unlocked the stage and “Locked” if
not. Below is the figure showing game over if the player run out of remaining lives.
23

Figure 13. Game Over


Figure 13 shows that if the player lost all of the remaining lives it will be game
over. If the player died in the game while still have remaining lives, the player can still
continue the game. The next figure shows the credits of the game after finishing the game.

Figure 14. Credits


As shown in Figure 14, the credits will play after the player finished the game. The
credits will display the complete title of the game and the members of the team behind the
game.
24

Chapter IV

RESULTS AND DISCUSSION

This chapter discusses all accomplished significant features and the development
tools used to develop the game. This chapter also discusses all the information gathered
from the evaluation and shows the results of the evaluation given to the respondents.
Including the types of respondents and their overall rating for the game.

Significant Features

The major feature of the game is that the player can navigate the game and control
the character using voice. Starting from the main menu, commands like “Start”, “Options”,
etc. to the actual gameplay commands like “Walk”, “Jump”, etc. all of it can function using
voice making the game a fully voice-controlled game. Below is the figure that shows the
game being controlled using voice.

Figure 15. Voice Commands

As shown in Figure 15, the player may navigate the game and command the
character using a given voice commands. For example, to start playing the game, the player
can just say “Start”, another is for the character to jump, the player can just say “Jump”.
25

One of the beautiful features of the game is that the backgrounds are parallax.
Meaning when moving by the camera, the background is moving slowly than the
foreground creating an illusion of depth and adding to the immersion of the player. The
figure below is the example of a parallax background in the game.

Figure 16. Parallax Background

The Figure 16 shows the parallax background of level 1. The background from the
first image moved on the second image showing that when the character made a movement,
the background will move slower than the foreground. Below is the layers of parallax
background in level 1.

Figure 17. Parallax Background Layers

As shown in Figure 17, the parallax background including the platform of the level
1 is composed of 2D image layers. Every layer is set into different z-axis to achieve the
parallax effect.
26

One thing that makes a game more interesting is because of its story. In this game,
the story is divided into separate scenes. The first is the introduction of the story then after
that there will be both intro and ending for each level and the last is the ending of the story.
Also, for each cleared level the story scene of that level will be unlocked in the storyboard
to be viewed by the player. Below is the figure showing how to navigate the story scenes.

Figure 18. Story Scene Navigation

As shown in Figure 18, the player can view again the story scenes after finishing
the level. After choosing a stage, the intro and ending scene of that stage will appear. The
figure below is a scene from the introduction of the story.

Figure 19. Introduction Story Scene

The Figure 19 shows the introduction story scene that will introduce the main
character of the story and everything that will happen. The player can skip the story by
tapping the skip button or just by saying “Skip”. The following figures are the introduction
and ending story scenes of the stages.
27

Figure 20. Stage 1 Story Scenes

The figure above shows the introduction and ending scene of the stage 1. The
introduction scene introduces the stage while the ending scene shows how Ao the healer
support sacrificed itself by giving all its energy to save Maou. The figure below shows the
scenes of the next stage after stage 1.

Figure 21. Stage 2 Story Scenes

The Figure 21 shows the introduction and ending scene of the stage 2. The
introduction scene also introduces the stage while the ending scene shows how Kiiro the
booster support sacrificed itself by blocking the beam to save Maou. The next figure shows
the scenes of the next stage after stage 2.
28

Figure 22. Stage 3 Story Scenes

The figure above shows the introduction and ending scene of the stage 3. The
introduction scene introduces the stage too while the ending scene shows how Aka the
attacker support sacrificed itself by incinerating all threats to save Maou. The figure below
shows the scenes of the final stage.

Figure 23. Final Stage Story Scenes

The Figure 23 shows the introduction and ending scene of the final stage. The
introduction scene shows how the final boss interrupted Maou’s escape while the ending
scene shows the scene when Maou finally made his way back to the real world.
29

Not only story scenes, but also for every level that will be cleared will unlock a
mini game. The first mini game is called “Maou Run” where the character continuously
run and should jump in time or else the obstacles will hit the character and it will be game
over. The second mini game is called “Maou Dodge” and in this mini game the player must
dodge all the meteorites falling from above. And the third mini game is called “Maou
Defend” this is where the character should shoot all the incoming enemies before they
reach him. Below is the figure showing the all mini games of the game.

Figure 24. Mini Games

The Figure 24 shows the mini games that can be played by the player once cleared
the corresponding stage. There are only three mini games in the game but each one has its
own gameplay and mechanics.
30

Before starting the game, the player will be given a choice to play the tutorial first
or just get into the game. Everything that a player should know about HUD (head-up
display) of the game and what are the given voice keywords to be said in order to control
the character are in the tutorial. After introducing the HUD and the game commands, the
player will be given an opponent to practice everything he/she learned from the tutorial.
The figure below shows the introduction of the tutorial of the game.

Figure 25. Tutorial Introduction

As shown in Figure 25, the player will be navigated into tutorial stage after tapping
the tutorial button or just saying the word “Tutorial” from the main menu. The player can
easily learn the game in this tutorial. Below is the figure introducing the HUD and controls.

Figure 26. Controls and HUD Introduction

The Figure 26 introduces the controls of the character and the head-up display of
the game. After the introduction of controls and the HUD of the game, the player can
proceed to the next tutorial phase. The next figure shows the practice mode of the tutorial.
31

Figure 27. Practice Mode

The figure above is the practice mode of the game where the player can practice the
controls. To finish the practice mode, the player need to follow the instructions. Below is
the figure introducing the supports of the player.

Figure 28. Wispy Fairies

The Figure 28 introduces the wispy fairies that will support the player in the game.
Each fairy has its own ability that will help the player to maintain survivability. Every time
a fairy used its ability, the fairy will turn black meaning the ability is on cooldown.
32

The game has 3 normal stages and then the final stage. Each stage has 3 substages
or sublevels and has its own unique theme and enemies. After the 3 normal stages is the
final stage where the final boss is waiting. The player should finish all the game stages to
clear the game. The following figures are the stages including the final stage of the game.

Figure 29. Doku Land

The Figure 29 shows the first stage of the game titled Doku Land. The word “Doku”
means poison so this stage will be related in poison and includes poisonous enemies. The
figure below is the next stage after Doku Land.

Figure 30. Sabaku Land

The Figure 30 shows the second stage of the game titled Sabaku Land. The word
“Sabaku” means desert so this stage takes place in a desert with enemies related in desert.
The next figure shows the stage after Sabaku Land.
33

Figure 31. Toketsu Land

The Figure 31 shows the third stage of the game titled Toketsu Land. The word
“Toketsu” means frozen so this stage is a freezing stage with slippery ground and ice
related enemies. The figure below is the final stage of the game.

Figure 32. Final Boss

As shown in Figure 32, the player will face the final boss named Shisai after
clearing all normal stages. To clear the game, the player should defeat Shisai at the last
stage.
34

Development Tools

The team used Unity as the game engine to develop the game. It’s a cross-platform
game engine which is primarily used to develop both 2D and 3D video games. From
creating the graphical user interface (GUI) of the game to animating the characters and
objects and to adding background music and sound effects, all of it was done inside the
Unity. Below is the figure showing the game being developed inside Unity.

Figure 33. Unity

As shown in Figure 33, the team developed the game inside the game engine Unity.
The final stage at the first screenshot was being made in the Scene window and the actual
output can be seen in the Game window. Then at the second screenshot shows the how the
animation of the character has done.
35

Unity has Microsoft Visual Studio as default code editor but due to its slow
response and sometimes even made the program to crash, the programmer of the team
decided to uninstall it and used Sublime Text as an alternative code editor. Sublime Text
is a proprietary cross-platform source code editor and supports many programming
languages and markup languages. The figure below shows some code of the game in the
text editor.

Figure 34. Sublime Text

As shown in Figure 34, the programmer of the project team used Sublime Text as
code editor. The scripting language used to develop the game is JavaScript. The figure
shows how user-friendly and easy-to-use Sublime Text with just simple user interface.
36

In order for the game to function using voice commands the platform inside Unity
should have a mic capability but the Unity game engine has only mic capability under PC,
Mac and Linux Standalone platforms. That’s why the team decided to purchased Mobile
Speech Recognizer, it’s a Unity plugin from Unity Asset Store. It lets the developer to use
speech-to-text OS engine. It works on both IOS and Android and also supported all major
languages. Below is the figure showing the plugin used in the game.

Figure 35. Mobile Speech Recognizer

The Figure 35 shows a plugin called Mobile Speech Recognizer created by Piotr
Zmudzinski. It’s a Unity plugin purchased from the Unity Asset Store that enables the
voice recognition functionality in android and iOS devices. It converts speech into text and
supports all major languages.
37

For creating 2D assets for the game like buttons, sprite sheets and backgrounds the
game artist of the project team creates and edits all of it using Adobe Photoshop. Adobe
Photoshop is a raster graphics editor developed for macOS and Windows and is extensively
used for raster image editing, graphic design and digital art. The figure below shows the
game assets being created and edited inside the Photoshop.

Figure 36. Adobe Photoshop

The Figure 36 shows at the first screenshot the first page of the story scene being
done inside the Adobe Photoshop. Then at the second screenshot shows the gauge face of
the final boss. All of the game assets were created and edited in the Adobe Photoshop.
38

When trying to test the game using voice, the team encountered a problem in Unity.
The plugin doesn’t work in editor and the only way to test the game using voice is to run
it on real android and iOS devices. The team then used an android phone to test the voice
commands of the game. And not just for playtesting the game, the team also used the phone
for recording background music and sound effects. Below is the figure showing the game
being tested using an android phone.

Figure 37. Android (Lollipop)


As shown in Figure 37, the voice command of the game was being tested using a
version 5 (Lollipop) android phone. Aside from testing, the sound effects and background
music of the game was also recorded using an android phone.
39

Respondents of the Evaluation


The project team chose the suitable respondents that can give the best feedbacks
for the game. Each rating from the respondents can help the team to know what’s the game
is lacking in order for the team to identify what to improve.
Table 4
Respondents of the Evaluation
Respondents No. of Respondents Percentage
Arm Disabled Persons 6 20%
Casual Gamers 11 37%
IT Students 13 43%
Total 30 100%

As shown in the Table 4 above, the game was evaluated by six (6) arm disabled
persons, eleven (11) casual gamers, and thirteen (13) IT students with the total of thirty
(30). The evaluation has a rating of 1-5 that corresponds to Poor, Fair, Good, Very Good
and Excellent respectively.
Data Instrumentation
The chosen respondents evaluated the game in terms of game related criteria. These
criteria are in the evaluation forms and are provided by the project team.
Evaluation Form.
The evaluation form is composed of game related criteria and these are; (a)
environment, (b) concentration, (c) challenge, (d) player skills, (e) control, (f) clear goals,
(g) feedback, and (h) immersion.
Data Analysis
Table 5
Five Point Likert Type Attitude Scale
Scale Range Descriptive Rating
1 1.00 – 1.49 Poor
2 1.50 – 2.49 Fair
3 2.50 – 3.49 Good
4 3.50 – 4.49 Very Good
5 4.50 – 5.00 Excellent

The rating from the respondents are treated statistically using a five-point Likert
Scale and the average rating of the respondents was recorded as the weighted mean. The
following tables below are the ratings of the respondents based from the criteria provided
by the evaluation form.
40

The weighted scores are with descriptive rating of 5 = “Excellent”, 4 = “Very


Good”, 3 = “Good”, 2 = “Fair” and 1 = “Poor”. Below is the formula to compute the rating
of the respondents for every criteria.
Formula:

5(R)+4(R)+3(R)+2(R)+1(R)
M=
T
Where:
M – Mean
R – Number of Respondents
T – Total Number of Respondents
The respondent’s assessment on the game Maou’s Sekai: A Voice-Controlled
Action-Adventure Android Game for Persons with Arm Disabilities were sought using a
five-point Likert Scale interpreted as follows: Excellent (5), Very Good (4), Good (3), Fair
(2) and Poor (1).
41

Data Processing and Statistical Treatment


The tables below will indicate the rating along with its equal description and the
mean of the total rating of every criteria. The numbers below the scale 1-5 are the number
of the respondents. Below is the mean distribution of respondents rating in terms of
environment.
Table 6
Mean Distribution of Respondents Rating According to Environment
A. Environment 5 4 3 2 1 Mean Description
1. Game environment is attractive 15 12 2 1 0 4.37 Very Good
and user-friendly.
2. There are variation in layout and 11 13 5 1 0 4.13 Very Good
multiple graphic elements that
assist the user in understanding
concepts and ideas of the game.
3. The game provides views that 16 10 3 1 0 4.37 Very Good
allow the user to have a clear,
unobstructed view of the area, and
of all visual information that is tied
to the location.
4. Visual representations are easy 10 12 7 1 0 4.00 Very Good
to interpret with minimized clutter
and occlusion, so users can
differentiate important elements
from irrelevant elements.
5. The game is well-organized and 9 14 5 2 0 4.00 Very Good
easy to navigate so the users can
clearly understand where they are
and where to possibly go next.
6. The game practices proper word 9 19 1 1 0 4.10 Very Good
selection, free of spelling mistakes
and grammatical errors.
7. Text dialogue caption and 8 12 9 1 0 3.90 Good
uttering of words by the characters
are in sync and loud enough to hear
(narrations or dialogue between
characters).
8. Users have access to complete 15 10 4 1 0 4.30 Very Good
documentation on the game,
including how to interpret visual
representations, interact with game
elements that helps them with the
basics.
General weighted mean 4.15 Very Good
42

In terms of environment, the respondents graded the game as “Very Good”, “Very
Good”, “Very Good”, “Very Good”, “Very Good”, “Very Good”, “Good”, and “Very
Good” with mean of (4.37), (4.13), (4.37), (4.00), (4.00), (4.10), (3.90), and (4.30)
respectively. And the average of description is “Very Good” while the average of mean is
(4.15). After in terms of environment, below is the mean distribution of respondents rating
in terms of Concentration.

Table 7
Mean Distribution of Respondents Rating According to Concentration
B. Concentration 5 4 3 2 1 Mean Description
1. Game provides a lot of stimuli 9 16 4 1 0 4.10 Very Good
from different sources.
2. Games provide stimuli that are 12 12 5 1 0 4.20 Very Good
worth attending to.
3. Games quickly grab the players’ 13 13 4 0 0 4.30 Very Good
attention and maintain their focus
throughout the game.
4. Players are not burdened with 16 11 2 1 0 4.40 Very Good
tasks that don’t feel important. The
game allows users to skip non-
playable content so that it does not
interfere with the game play.
5. Games have a high workload, 9 15 5 1 0 4.70 Very Good
while still being appropriate for the
players’ perceptual, cognitive, and
memory limits.
6. Players are not distracted from 11 12 5 2 0 4.13 Very Good
tasks that they want or need to
concentrate on. Computer
controlled units behave in a
reasonable but not predictable
fashion (collision detection, game
physics, character movement,
enemy behavior etc.), and users are
not forced to issue extra commands
to correct faulty artificial
intelligence.
General weighted mean 4.31 Very Good

In terms of concentration, the respondents graded the game as “Very Good”, “Very
Good”, “Very Good”, “Very Good”, “Very Good”, and “Very Good” with mean of (4.10),
(4.20), (4.30), (4.40), (4.70), and (4.13) respectively. And the average of description is
“Very Good” while the average of mean is (4.31). After in terms of concentration, the next
is the mean distribution of respondents rating in terms of challenge.
43

Table 8
Mean Distribution of Respondents Rating According to Challenge
C. Challenge 5 4 3 2 1 Mean Description
1. Challenges in games match the 13 14 2 1 0 4.30 Very Good
players’ skill levels.
2. Games provide different levels 13 12 4 1 0 4.23 Very Good
of challenge for different players.
3. The level of challenge increase 11 12 6 1 0 4.10 Very Good
as the player progresses through
the game and increases their skill
level.
4. Games provide new challenges 10 14 6 0 0 4.13 Very Good
at an appropriate pace.
General weighted mean 4.20 Very Good

In terms of challenge, the respondents graded the game as “Very Good”, “Very
Good”, “Very Good”, and “Very Good” with mean of (4.30), (4.23), (4.10), and (4.13)
respectively. And the average of description is “Very Good” while the average of mean is
(4.20). Below is the mean distribution of respondents rating in terms of player skills.

Table 9
Mean Distribution of Respondents Rating According to Player Skills
D. Player Skills 5 4 3 2 1 Mean Description
1. Players are able to start playing 13 13 4 0 0 4.30 Very Good
the game without reading the
manual.
2. Learning the game is not 18 9 2 1 0 4.46 Very Good
boring, but part of the fun.
3. Games include online help so 10 6 11 2 1 3.73 Very Good
players don’t need to exit the
game.
4. Players are taught how to play 18 9 3 0 0 4.50 Very Good
the game through tutorials or
initial levels that feel like playing
the game.
5. Games increase the players’ 11 13 5 1 0 4.13 Very Good
skills at an appropriate pace as
they progress through the game.
6. Players are rewarded 12 13 4 1 0 4.20 Very Good
appropriately for their effort and
skill development.
7. Game interfaces and mechanics 12 14 4 0 0 4.27 Very Good
are easy to learn and use.
General weighted mean 4.23 Very Good
44

In terms of player skills, the respondents graded the game as “Very Good”, “Very
Good”, “Very Good”, “Very Good”, “Very Good”, “Very Good”, and “Very Good” with
mean of (4.30), (4.46), (4.73), (4.50), (4.13), (4.20), and (4.27) respectively. And the
average of description is “Very Good” while the average of mean is (4.23). Followed by
player skills criteria is the mean distribution of respondents rating in terms of control.
Table 10
Mean Distribution of Respondents Rating According to Control
E. Control 5 4 3 2 1 Mean Description
1. Players feel a sense of control 10 11 8 1 0 4.00 Very Good
over their characters or units and
their movements and interactions
in the game world.
2. Players feel a sense of control 12 12 6 0 0 4.20 Very Good
over the game interface. It allows
the users to customize video and
audio settings, difficulty and game
speed to accommodate different
individual needs.
3. The game allows users to remap 9 11 7 3 0 3.87 Very Good
the input settings, supports
standard input devices (e.g. mouse,
keyboard, gamepad), and provides
shortcuts for expert players.
4. Provides controls that are easy 9 11 8 2 0 3.90 Good
to manage and have an appropriate
level of sensitivity and
responsiveness.
5. Players feel a sense of control 10 17 2 1 0 4.20 Very Good
over the game shell (starting,
stopping, saving, etc.).
6. Players should not be able to 13 11 5 1 0 4.20 Very Good
make errors that are detrimental to
the game and should be supported
in recovering from errors.
7. Players feel a sense of control 12 15 3 0 0 4.30 Very Good
and impact onto the game world
(like their actions matter and they
are shaping the game world).
8. Players feel a sense of control 14 12 3 1 0 4.30 Very Good
over the actions that they take and
the strategies that they use and that
they are free to play the game the
way that they want (not simply
discovering actions and strategies
imposed by the game developers).
General weighted mean 4.12 Very Good
45

In terms of control, the respondents graded the game as “Very Good”, “Very
Good”, “Very Good”, “Good”, “Very Good”, “Very Good”, “Very Good”, and “Very
Good” with mean of (4.00), (4.20), (3.87), (3.90), (4.20), (4.20), (4.30), and (4.30)
respectively. And the average of description is “Very Good” while the average of mean is
(4.12). After control criterion is the mean distribution of respondents rating in terms of
clear goals.

Table 11
Mean Distribution of Respondents Rating According to Clear Goals
F. Clear Goals 5 4 3 2 1 Mean Description
1. Overriding goals are clear and 13 15 2 0 0 4.37 Very Good
presented early which is often
done through an introductory
cinematic that establishes the
background story.
2. Intermediate goals are clear and 14 12 3 1 0 4.30 Very Good
presented at appropriate times
(“briefings” are used to describe a
“mission” that outline the
immediate goals of the current part
of the game and suggest some of
the obstacles that the players might
face).
General weighted mean 4.34 Very Good

In terms of clear goals, the respondents graded the game as “Very Good” and “Very
Good” with mean of (4.37) and (4.30) respectively. And the average of description is “Very
Good” while the average of mean is (4.34). The next one is the mean distribution of
respondents rating in terms of feedback.
46

Table 12
Mean Distribution of Respondents Rating According to Feedback
G. Feedback 5 4 3 2 1 Mean Description
1. Players receive feedback on 0 0 30 0 0 3.10 Good
progress toward their goals.
2. Players receive immediate 0 0 30 0 0 3.10 Good
feedback on their actions.
3. Players always know their 15 13 2 0 0 4.43 Very Good
status or score (health, armor,
teammates, and enemies) to allow
them to make proper decisions
while playing the game.
General weighted mean 3.54 Very Good

In terms of feedback, the respondents graded the game as “Good”, “Good”, and
“Very Good” with mean of (4.10), (4.10), and (4.43) respectively. And the average of
description is “Very Good” while the average of mean is (3.54). The last is the mean
distribution of respondents rating in terms of immersion.

Table 13
Mean Distribution of Respondents Rating According to Immersion
H. Immersion 5 4 3 2 1 Mean Description
1. Players become less aware of 12 12 6 0 0 4.20 Very Good
their surroundings.
2. Players become less self-aware 9 13 7 1 0 4.00 Very Good
and less worried about everyday
life or self.
3. Players experience an altered 14 9 7 0 0 4.23 Very Good
sense of time.
4. Players feel emotionally 13 9 8 0 0 4.17 Very Good
involved in the game.
5. Players feel viscerally involved 13 10 6 1 0 4.17 Very Good
in the game.
General weighted mean 4.15 Very Good

In terms of immersion, the respondents graded the game as “Very Good”, “Very
Good”, “Very Good”, “Very Good”, and “Very Good” with mean of (4.20), (4.00), (4.23),
(4.17), and (4.17) respectively. And the average of description is “Very Good” while the
average of mean is (4.15).
47

Table 14
Summary of the Weighted Mean for the Voice-Controlled Action-Adventure
Android Game for Persons with Arm Disabilities
Criteria Weighted Mean Description
Environment 4.15 Very Good
Concentration 4.31 Very Good
Challenge 4.20 Very Good
Player Skills 4.23 Very Good
Control 4.12 Very Good
Clear Goals 4.36 Very Good
Feedback 3.54 Very Good
Immersion 4.15 Very Good
Overall Weighted Mean 4.13 Very Good

Based on the evaluation, the data revealed that the game was rated “Very Good” in
terms of environment (4.15), concentration (4.31), challenge (4.20), player skills (4.23),
control (3.96), clear goals (4.36), feedback (3.54), and immersion (4.15). As a whole, the
obtained mean value is (4.13) that indicates that the game is very good.
The clear goals criteria became the best part of the game as it received the highest rating
from the respondents while the feedback criteria have the lowest rating and the one that
needs improvement the most. But overall the game received a positive rating (4.13) that is
equal to “Very Good”.
48

Chapter V

SUMMARY AND RECOMMENDATIONS


This chapter discusses the summary of how the objectives had met including the
tools and models used in development. The recommendations and the future plans for the
project will be discussed here as well.

Summary

The project team developed the Maou’ Sekai: A Voice-Controlled Action-


Adventure Android Game for Persons with Arm Disabilities dedicated for arm disabled
gamers. The project team implemented and accomplished the significant features of the
project. The major feature of the game is the voice recognition where the player can play
the game using voice. One beautiful feature of the game is the parallax background that
creates an illusion of depth making the game more immersive. The game also has story
scenes, mini games and game stages that makes the game more interesting and fun to play.

To develop the game, development tools and model are used. The project team
made the game inside the Unity, a game engine along with a code editor called Sublime
Text to make the game function in a more complex way. Using a Unity plugin called
Mobile Speech Recognizer purchased from Unity Asset Store, the game can be played
using voice. The project team also used Adobe Photoshop for creating 2D assets for the
game. As for the testing, the project team used an android phone to test the game using
voice as it won’t work on Unity Editor. While the development model used to develop the
game is called Spiral Model. It is an iterative development method means the steps are
performed over and over again until the expected output has produced. The method used
is composed of planning, design, implementation, playtest and evaluation.

With regards to the evaluation conducted, the game received a positive feedback. In
terms of environment, it received an average mean of (4.15) interpreted as “Very Good”
means the environment of the game is attractive and user-friendly. In terms of
concentration, it received an average mean of (4.31) interpreted as “Very Good” means the
players are not distracted from the tasks that they want or need to concentrate on. In terms
of challenge, it received an average mean of (4.20) interpreted as “Very Good” means the
game proves to be challenging to the players. In terms of player skills, it received an
average mean of (4.23) interpreted as “Very Good” means the players find the tutorials
helpful but still manage to play the game without going through it. In terms of control, it
received an average mean of (3.96) interpreted as “Very Good” means the players feel a
sense of control inside the game. In terms of clear goals, it received an average mean of
(4.36) interpreted as “Very Good” means the clear goals are clear and presented
appropriately. In terms of feedback, it received an average mean of (3.54) interpreted as
“Very Good” means players receives feedback on progress toward their goals and on their
actions. In terms of immersion, it received an average mean of (4.15) interpreted as “Very
Good” means the game provides deep mental involvement for the players. Overall, the
game received an average mean of (4.13) interpreted as “Very Good”.
49

Recommendations

The following recommendations are hereby presented:


1. The developed game must be uploaded in the Play Store both in Google Play
and Appstore.
2. The supported android versions of the game are currently Android 5 (Lollipop)
and below. The game must be able to support other android versions specifically
Android 6 (Marshmallow) and above. Another is for the game to be able to
support iOS devices.
3. One of the future plans for the game is to add more stages and even traps, also
to add more unique enemies and a mini boss for each substages.
4. Another recommendation is to add a status effects under the health bar of the
character such as when the character got poisoned.
5. It was also suggested for the game to have another unique character and for the
game to also include a multiplayer mode.
50

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52

APPENDIX A
53

Relevant Source Code

APPENDIX B
54

Evaluation Tools & Text Documents

APPENDIX C
55

Game Manual

APPENDIX D
56

Curriculum Vitae

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