As I was beginning to think about how cut scenes might be seamlessly integrated into the VR experience I thought about all of the really great adventure games I have played over the years. Although I will continue this research to hone my game, I began by storyboarding Monkey Island By watching a walkthrough on YouTube and then continued by watching walkthroughs Of Grim Fandango, The Day of the Tentacle and The Dig.
I had researched puzzle adventure App such as Lumocity which tells the story of how the player is trying to track their grandads whereabouts but looking at these classic examples of really engaging storytelling was pretty inspirational and sets the bar really high for the project.
Each game walkthrough demonstrated how cutscenes work to effectively progress the game narrative within the game play.
A big part of this project as that the original models are created physically from paper and then translated into cgi (or vice versa) . It’s a kind of experimental ping pong which has been going on in my work process since 2007. I am interested in applying material thinking to cgi and conversely cgi modelling to physical materials.
I love making physical models out of paper and I really enjoy the challenge of using this mindset in digital world building.
Drawn sketch of the Alien Death Character
Unity Probuilder Alien Death Character
Paper model Alien Death Character (in progress)
I figure that one thing that Covid has taken from us (apart from our smiles) is our sense of close proximity to others and our sense of touch.
So aside from the technical challenges that Unity presents to me on a daily basis, I am currently exploring tactile and tangible touch in my game design.
It has been tricky to get the kind of hand interaction I was looking for. Using the Oculus Integration plug in on Unity 2019.4 LTS I was able to initially indicate hand interaction by representing the hands as oculus quest controllers. I didn’t really want this as I would like the player to have their own hands represented as they begin to pick up and interact with objects in the environment.
OVR Hand Prefabs
I added the OVR left and right hand prefabs into the scene. I’d like to use a custom designed hand material for Lunarium and this will go on the development backlog.
Current Object Interaction ispoor and I would like to really experiement with various options which I hope will include animated objects, fixed object holds, sound effects, visual effects, and gravity.
Create 3 Balls for the Knock Em out Teeth Game Stall
Create Teeth to interact with the balls
Create a counter that will count the teeth as they fall
Lunarium 2 has been set up for rift due to the changes expected in December to have a 2 tier publishing program (per advice from occulus). In January I should be able to reformat for quest and begin the process of publishing on the oculus store (This could take yonks.. yes, yonks is in the dictionary)
The navigation is now controlled by the left hand thumbstick and snapturns on the right thumbstick. The speed has been slowed. The player can also direct where they would like to go via their headset direction but this can be easily overriden by the thumbsticks.
I might add a subtle head bob and footsteps sound but this will be fine for now.
The alienated death character has three pipes with eyes that flip up and down as air is forced through them (Think Pipe Organ). The concept was inspired by carnivorous plants that omit a sonar signal to attract bats.
I want to create a bat Agent that will find the location of various carnivorous plants in the environment, and once all have been found, this will trigger the alienated death character to play the death march music.
I have found a tutorial that explains how to create ML Agents. It effectively trains a hummingbird to locate nectar inside flowers in the environment. I think I can use this in my own project to train a bat to find and infect carnivorous plants. Once all are found and infected this will trigger the alienated death character to play the music and open the exit to the level. The ML Agent mechanic will act as a kind of timer.
I have set up the flower script, the flower area script and the hummingbird script so far.
The code returned a number of errors which I think relate to how the code over rides Agent code, of which initialize is one. Apparently, It will still function but this won’t be evident until the script is applied and the game run.
The dot product takes two vectors and returns a scalar. This scalar is equal to the magnitudes of the two vectors multiplied together and the result multiplied by the cosine of the angle between the vectors. When both vectors are normalized, the cosine essentially states how far the first vector extends in the second’s direction (or vice-versa – the order of the parameters doesn’t matter).
It is easy enough to think in terms of angles and then find the corresponding cosines using a calculator. However, it is useful to get an intuitive understanding of some of the main cosine values as shown in the diagram below:-
The dot product is a very simple operation that can be used in place of the Mathf.Cos function or the vector magnitude operation in some circumstances (it doesn’t do exactly the same thing but sometimes the effect is equivalent). However, calculating the dot product function takes much less CPU time and so it can be a valuable optimization.
The ML Agent could be used as a mechanism to create a ‘daisyworld’ simulation that demonstrates the earths homeostasis. If you are not familiar with this concept, check out the gaia theory. Essentially when black flowers number more than white the earth absorbs more energy and heats up but when more white flowers are in higher numbers than black, the earth reflects energy and cools down (Like the ice fields at the north pole acts as a mirror.. which it could be said is currently is in a runaway state). It could also be used to represent the bee population and flower polination or human population and earths resources, or potentially the current pandemic (and all of the above).
Tower Cut Scene Tower Room Tower Look Out Cut Scene Tower LookOut Labyrinth Cut Scene Labyrinth Corridor Labyrinth 1 Cut Scene Labyrinth Room 1 Labyrinth 2 Cut Scene Labyrinth Room 2 Labyrinth 3 Cut Scene Labyrinth Room 3 Labyrinth 4 Cut Scene Labyrinth Room 4 Labyrinth 5 Cut Scene Labyrinth Room 5 Labyrinth 6 Cut Scene Labyrinth Room 6 Labyrinth 7 Cut Scene Labyrinth Room 7 Fairground Entrance Cut Scene Fairground Entrance Fairground Caravan Site Top Tent Cut Scene Top Tent Bottom Hole Cut Scene Hole Exit 1 Hole Exit 2 Heaven Cut Scene Heaven 1 Hell Cut Scene Hell 2 End Cut Scene