Different Modes

The Evolution of Sign Pals

After setting up the profile system for my sign language learning game "Sign Pals," the next step was designing the core gameplay modes. This is where the real learning happens, so getting it right was crucial. Today, I'll share my journey designing these modes - including some tough decisions I had to make along the way.

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:

  1. A representative icon
  2. A name label
  3. A detailed description panel that appears when selected
  4. 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

The Learning Mode underwent significant changes during development. My initial concept was ambitious but ultimately had to be reconsidered.

Original Concept: Rhythm-Based Learning

Initially, I envisioned a rhythm-based learning system inspired by Nintendo Switch Mario Jamboree Rhythm Kitchen. Players would follow sign movements timed to music beats, learning the proper flow and timing of each sign. The idea was to make the learning process more engaging and game-like.



Why I Changed Course

Early user testing quickly revealed problems with this approach:

  1. Users found the rhythm timing confusing for learning precise hand positions
  2. Finding copyright-free music with consistent beats proved challenging
  3. The rhythm mechanic added complexity without enhancing learning effectiveness
  4. 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

The Duel Mode was designed to make practice fun through friendly competition. The concept is straightforward: two players compete to see who can form a specific sign correctly first.

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

I had planned a third mode focused specifically on practice. In this mode, players would be given random letter sequences (like "A, C, C, B") to practice in succession. The idea was to provide structured practice sessions with progressively challenging sequences.

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:

  1. Demonstrate feature-complete implementation of the core learning experience
  2. 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:

  1. 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.
  2. Be willing to pivot: Changing from rhythm-based to card-based learning was a tough decision, but ultimately led to a better product.
  3. Focus on the core experience: Cutting the Practice mode allowed me to polish the two most essential modes.
  4. Simplicity often wins: For educational games especially, clear and straightforward mechanics often work better than complex ones.
The hardest decisions is what to cut rather than what to add. Making these choices thoughtfully has helped me deliver a more focused educational experience that achieves its core goal: helping people learn sign language in an engaging way.

Moving Forward

With the mode selection and core gameplay modes implemented, my next focus areas are:
  1. Detection Implementation
  2. Potentially revisiting the Practice Mode concept for a future update

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