Presentation
An educational 3D game where players identify disguised aliens by spotting their English mistakes.
Easy to learn gameplay that will let you start learning within seconds.
A customizable experience to let you learn at your pace.
An immersive experience and surroundings to discover.
TellApart is designed to let young audiences, mainly French pupils in primary or middle schools, learn basic English in a fun way. By integrating language learning into an engaging game, it encourages students to practice vocabulary, sentence structure, and comprehension skills in an interactive environment.
TellApart is built with A-Frame, a web framework for immersive 3D experiences using HTML and JavaScript, making it easily accessible in a browser or in a VR headset. Set in a futuristic space environment, players interact with NPCs through simple point-and-click mechanics. A-Frame's entity-component system enables dynamic updates like character animations and teleportation effects, enhancing immersion. Its lightweight design ensures smooth performance, creating an engaging and educational experience for young learners.
Our GitHub
The game
Click here to play!
Julian
Data formatting/handling
Julian was responsible for setting up and configuring an SQL database hosted on phpMyAdmin. To ensure seamless interaction between the database and other project components, he developed and implemented a dedicated API server. This API allows queries to be made to the database, ensuring secure and optimized access to the stored information.
Server-side code
Julian designed and implemented a large part of the game's features using JavaScript. He specifically focused on establishing the game's mechanics, such as the rules. At the same time, he paid close attention to optimizing performance to ensure a smooth and responsive experience, even when executing complex tasks. His work provided the game with a solid and cohesive structure while ensuring intuitive gameplay, making the experience enjoyable and easy for players to grasp.
Sounds
Julian also took responsibility for integrating and incrementing the various sound effects and ambiance in the game. This included adding sound effects for specific actions, such as movements, interactions, and special events, to make the experience more immersive. He also worked on the overall sound atmosphere, creating a soundtrack that aligns with the game’s universe, adding music and sound effects that evolve depending on the situation. This sound management helped enhance immersion and made the game feel more dynamic and alive.
William
Questions
William designed and created the various questions and their answers, ensuring that they covered three distinct difficulty levels. Each question was carefully crafted to ensure it was both relevant and well-balanced in terms of difficulty, to keep players engaged while providing a challenge. Once the questions and answers were validated, he integrated them into the database so they could be dynamically used in the game, depending on the player's level. This management of questions allows for a personalized gaming experience where the player faces challenges tailored to their progression level.
Fonts
William took charge of choosing and implementing the fonts for the game, ensuring that they matched the overall aesthetic and atmosphere of the project. He selected fonts that were both legible and stylish, to ensure the text was easily readable while adding a visual element that enhanced immersion into the game’s universe. Additionally, he ensured consistency in typography across all screens and menus, while optimizing performance to avoid any slowdowns related to font loading.
Interactions + Rendering
William took care of managing interactions within the game, defining the possible actions the player can take and ensuring they are smooth and intuitive. Each interaction was designed to be easily understood and provide an immediate response within the game, creating a coherent gameplay dynamic. He also worked on the consequences of the player's actions, ensuring that every choice had a visible and relevant impact on the environment or the storyline. As a result, the player feels fully involved in the game, and their decisions truly influence the gaming experience.
Realisation WebSite
William was responsible for developing part of the website, handling the creation and implementation of certain pages and features. This included setting up the user interface, ensuring that navigation was intuitive and the design aligned with the project's visual identity. He also worked on integrating interactive elements, such as forms and buttons, to provide users with a smooth and functional experience. Thanks to his work, the website became a functional and aesthetically pleasing tool, making information easily accessible and offering a professional presentation of the project.
Maël
3D Environment
Mael was responsible for creating and managing the décor and the virtual reality (VR) environment for the project. This involved designing visual elements, arranging the virtual space, and setting the visual atmosphere to fully immerse users in the game or project’s universe. He also worked on optimizing graphic resources to ensure a smooth and realistic VR experience, while considering system performance to avoid issues such as latency or lag. Thanks to his work, the VR environment became a captivating and interactive space, allowing users to immerse themselves in a unique visual and sensory experience.
Hosting
Mael hosted the website and the game on his own personal hosting server via Pulseberg. This involved setting up the server, uploading the necessary files, and managing bandwidth and resources to ensure everything ran smoothly. By choosing to use his own hosting, he was able to maintain full control over performance management and data security. This also allowed him maximum flexibility in adjusting resources according to the project's needs while ensuring a stable experience for users.
Animation
Mael animated the different characters by using predefined animations, such as the "idle" (resting) state and movements like walking. Each animation was carefully integrated and synchronized with the characters' actions in the game to ensure their movements were natural and consistent with the gameplay. He made sure that transitions between different animations, such as switching from walking to idle or another action, were smooth and realistic to enhance the player's immersion. Thanks to his work, the characters became more dynamic and believable, helping to make the gaming experience livelier and more engaging.
3D Features
Mael ensured the game was compatible with a virtual reality (VR) headset by implementing specific features for VR interactions. This included setting up a click system and interactions through the headset's joysticks, allowing players to interact with elements of the game without needing an external device. He also took into account the unique aspects of VR controls, such as precision and responsiveness, to ensure a smooth and immersive experience. Thanks to his work, players can naturally interact with the game's environment using the joysticks, creating an immersive and intuitive VR experience.
Interface
Mael created all the game interfaces, including the start and end menus. For this, he designed clear and functional screens, allowing players to navigate easily between different options and start a game without difficulty. The start menu was designed to be welcoming and intuitive, presenting essential options such as starting a new game.
Help & Score
Mael designed a specific area dedicated to the tutorial in the game, allowing new players to familiarize themselves with the game mechanics before diving into the main gameplay. This tutorial was seamlessly integrated and interactive, providing clear instructions while allowing players to practice essential actions. In addition, he implemented a keyboard system that lets players input their score at the end of the game, allowing it to be recorded and displayed in a high score table. This input system was designed to be simple and quick, offering a pleasant user experience while giving players the opportunity to compare their performance with others.
Realisation WebSite
Mael was responsible for developing part of the website, handling the creation and implementation of certain pages and features. This included setting up the user interface, ensuring that navigation was intuitive and the design aligned with the project's visual identity. He also worked on integrating interactive elements, such as forms and buttons, to provide users with a smooth and functional experience. Thanks to his work, the website became a functional and aesthetically pleasing tool, making information easily accessible and offering a professional presentation of the project.
Planning
Original Planning
The initial phases of the project went smoothly and largely followed our initial predictions. Despite some necessary adjustments along the way, progress has been in line with our expectations, providing a solid foundation for the next stages of development.
New Planning
As progress was made, the schedule was regularly adjusted and optimized to adapt to the project's evolving needs. Initially, the third week was dedicated to the development of V2, but thanks to faster-than-expected progress, it was completed ahead of schedule. Seizing this opportunity, we immediately began working on V3 and initiated the development of the website, allowing us to maximize our time and maintain a productive momentum.
During the fourth week, we brainstormed improvements and new features for a potential V4. At the same time, we started preparing the oral presentation by structuring our ideas and highlighting the key aspects of the project to ensure a clear and effective delivery of our work.
Total Time Estimate:
80h
Improvements
We have envisioned a major improvement for version 4 of the game. Instead of being fixed in a static environment, the idea is to offer the player the ability to explore a vast and dynamic world. The player would be able to move freely through a gigantic world, where they would interact with different elements to find the correct answer. This would not only add an exploration dimension but also introduce a more immersive and engaging aspect, where finding the answer becomes a real adventure.
The plan for the environment we envision is shown above. The central area should remain empty, as it corresponds to the area where the player will move. The three separations represent different parts of the world, which will be created by one of the three team members. Each section of the environment will offer unique experiences and challenges, allowing players to discover new areas as they explore. This approach would add a team dynamic, with each member contributing to shaping a part of the game world.