Different Modes
The Evolution of Sign Pals
Mode Selection Scene
The mode selection screen serves as the central hub for players to choose their activity. I designed it to be visually clear with distinct options for each gameplay mode. When a player selects a mode, a detailed description panel appears with more information about what to expect.
Each mode has:
- A representative icon
- A name label
- A detailed description panel that appears when selected
- A "Start" button to begin that mode
This two-step selection process (select mode → read description → start) helps ensure players understand what they're getting into before jumping in, which is especially important for educational games.
Learning Mode
Original Concept: Rhythm-Based Learning
Why I Changed Course
Early user testing quickly revealed problems with this approach:
- Users found the rhythm timing confusing for learning precise hand positions
- Finding copyright-free music with consistent beats proved challenging
- The rhythm mechanic added complexity without enhancing learning effectiveness
- Time constraints made this feature difficult to properly polish
With limited development time, I had to make a hard but necessary decision to pivot away from this concept.
Final Implementation: Card-Based Learning
I ultimately chose a simpler, more effective approach using visual cards. This system:
- Shows clear visual examples of each sign
- Gives immediate feedback when signs are performed correctly
- Progresses at the user's own pace
- Focuses entirely on learning the signs without distractions
Players are presented with cards showing the proper hand position for each sign. They practice making the sign, and my detection system validates whether they've formed the sign correctly.
Duel Mode
My Plan
My initial plan was for players to take turns making signs, with the game recording how long each player took to form the sign correctly. The faster player would earn a point, and the game would continue with the next sign.
However, as I thought more about the implementation, I realized simultaneous play would be more engaging:
- Players compete in real-time to see who can make the sign first
- No waiting for the other player's turn
- More exciting and dynamic gameplay
- More effective practice as players try to sign quickly but accurately
The Mode That Didn't Make It: Practice Mode
Why It Was Cut
As development progressed, I faced significant time constraints and had to make some tough decisions. I firmly believe in prioritizing quality over quantity, and it became clear that I wouldn't have enough time to implement all three modes to the standard I wanted.
As this game was developed, I had to make strategic decisions about scope. With limited development time and resources, I needed to prioritize features that would demonstrate both technical competence and effective learning design.
After evaluating my progress timeline and the remaining tasks, I made the decision to focus on implementing two well-executed modes rather than three less polished ones. This approach allowed me to:
- Demonstrate feature-complete implementation of the core learning experience
- Apply proper polish and refinement to the user interface
The Learning Mode and Duel Mode together provided both the educational foundation and the engaging practice mechanism needed to showcase the concept effectively. The Practice Mode remains a valuable concept that I've documented for potential future implementation, but for the current version, focusing on quality execution of the core experience.
Insights
Designing these game modes taught me several valuable lessons:
- Test early: The rhythm-based learning concept sounded great in theory but fell flat in practice. Early testing saved me from investing too much time in a problematic approach.
- Be willing to pivot: Changing from rhythm-based to card-based learning was a tough decision, but ultimately led to a better product.
- Focus on the core experience: Cutting the Practice mode allowed me to polish the two most essential modes.
- Simplicity often wins: For educational games especially, clear and straightforward mechanics often work better than complex ones.
Moving Forward
- Detection Implementation
- Potentially revisiting the Practice Mode concept for a future update
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