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In the office, we call it gesture deterioration. Slicing with your arm at a specific angle is something else. Pressing X to do a karate chop is one thing. The more specific the gesture is, the more times you have to repeat it. This is your way to help players retain the information. After teaching a gesture you have to repeat it. During a game's production we bring in tons of people of different ages and gaming backgrounds to see if they understand the gestures we teach them. The tutorial animations on Mini Ninjas Adventures have literally gone through dozens of iterations to find the right style, angle and speed. Finding the right way to teach the player a gesture is consistently the most time consuming and iterative process we go through. It of course, won't help you when the game reaches the player's living room. If you develop for Kinect, I advise you do this.
KINECT GAMES WINDOWS
We've blocked all the windows in our playtesting room. Sunlight can make the Kinect's detection abilities erratic at best. THE KINECT IS SENSITIVE TO LIGHTING CONDITIONS Since you have no way to control the speed of the player's movement, your only way to deal with this is to show the player the optimal speed during the instruction stage and hope that it sticks. Which means if the player moves his arm too fast, the Kinect might miss the movement altogether. The way we measure movements in our games is usually by looking at the angle and velocity of the moving body part.